Using AREA-scatter functionality, you can quickly populate the surface of a specific material with scatter objects. Multiple scatter objects can be combined on a single material to allow for rich diversity. The scatter engine features Perlin noise-based distribution for very natural looking vegetation. Scatters can be tweaked to your heart’s desire. This scatter mode is excellent for making a lawn.
PER TRIANGLE-scatter is intended to accurately place individual scatter instances. This can be particularly handy when you do not want to clutter up your modeling scene with very demanding models, but still want to have detailed models placed around at pre-defined locations for things such as streetlights or cars.
RAY-scatter is a global instancing feature that allows you to cast rays from the sky onto your modeling scene. It allows you to create a rain effect, with rain particles in the air and rain impact particles on the geometry itself. Because the rays are checked against the modeling scene’s geometry, it is entirely possible to make overhead roofs etc. that keep the rain away at certain places.
With CURVE-scatter, the power of instancing over cubic bézier curves is finally at your fingertips. Place curves freely in your different scenes on a per-project basis. Use the curves to for example create arrays of trees, streetlights or chains. You can even use the interval feature to scatter instances over a pre-defined distance from each other. It’s also possible to use this function to custom-place individual instances in your scene!
BRUSH scatter combines the technology behind all the other scatter modes and allows you to hand-paint instances in your scene. Ideal for landscaping and placing larger types of scatter objects like trees and people. You can spray-paint them on your *.OBJ geometry or place them individually. Additionally, it’s possible to place them with a user controlled z-rotation when placing individual ones.
Using a material trick in Octane Render, it is possible to create fully procedural cloud volumes using lots of polygon layers. CLOUD-scatter automates this process and lets you generate an seperate OBJ file based off cloud layering properties of your choosing. This does not only save time, but you can also re-use the generated cloud *.OBJ files across various projects. By playing with the cloud materials properties in Octane Render, it is easy to determine the amount of clouds, density, varation offset, etc. Make your scene more lively with some Happy Little Clouds :)
IMAGE-based-scatter is similar to AREA scatter, where instances will populate the surfaces of a specific material of a model. What’s different about this is that instead of randomized Perlin-noise, you get to import a grayscale image mask that will serve a the scatter pattern. This image will follow the UV mapping of your model so you can use this wherever you want. The grayscale image also controls the instancing density. Black pixels = 0%, White pixels = 100%.
DECORATION-scatter is designed for custom-placing instances in your scenes, specifically targeted at man-made objects. Contrary to the other scattering tools, DECORATION-scatter is not procedurally-based but entirely user customizable. It allows you to place instances in your scene where you want them, along with a very precise rotation. Ideal for placing around interior objects in your scenes such as chairs, computers, folders, pencils… lots of elements that makes your scenes look diverse and real.