Procedural instancing technology for Octane Render

Software designed and developed by Phantom Technology.
Browse scatter types Purchase Phantom Scatter

Conveniently place objects in OctaneRender™ scenes

Octane Render features the powerful Scatter node, which allows you to place objects such as grass, bushes, trees or cars countless times in your scene, while only consuming graphics memory as if those objects are loaded in once. Phantom Scatter is specialized in generating data for this Scatter node. It allows automated mass placement (to make a lawn for example) but also has tools that allow you to custom place objects.

Phantom Scatter offers a variety of scatter types, each with its own strengths. In a project it is likely that you will combine a number of these as you work towards the final product.


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.



Phantom Scatter is designed as standalone software. That means you can use whatever modeling software you like, and don’t have to worry about plug-in support for your specific package. Just import the OBJ-model into Phantom Scatter and you can start exporting instancing data right away. Works with Octane Render standalone and Octane Render plugins that can import *.CSV data.


Scatter features

Clutter-free, responsive modeling

• Responsiveness: highly detailed models used for instancing do not have to be placed in the model itself anymore.

• Huge savings in VRAM in your rendering scene: instancing models only have to be loaded in once to be scattered around.

• Clutter-free modeling ensures a lightweight model in your modeling tool of choice.


Rig data inside Octane Render

Scatters can be easily implemented in Octane Render. Simply link the scattering models onto the scatter nodes and tell a scatter node to import a *.CSV file (exported by Phantom Scatter). Then group them together for your convenience and enjoy a higher quality scene.


Instancing diversity

Make the most out of every single instance by applying the fully user-definable randomization parameters. Every instance can have random scaling, random z-rotation, random xy-variation, random xy-flip and even variants, which allows different *.OBJ models to be combined on a single scatter.

Feature applies to AREA, PER-TRIANGLE, RAY, CURVE, BRUSH and IMAGE BASED-scatter


Different scatter objects on the same surface

Multiple different scatter objects (such as grass, pebbles, leaves) can be combined on the same surface to create a rich and diverse groundcover. Upon export, scatter objects will be neatly seperated into their respective *.CSV files.

Feature applies to AREA, PER-TRIANGLE and IMAGE BASED-scatter


Perlin noise-based placement

AREA-scatter objects can use Perlin noise to create very natural looking scatter patterns. The Perlin noise is previewed inside the interface in a 3D (heightmap-like) scatter preview that gives more insight in how the noise is constructed. Tweak any setting and see the results immediately.

Feature applies to AREA-scatter


Impact detection

Aside from casting rays and creating rain drops in mid-air, RAY-scatter also has the ability to ray-check your 3D model to detect impact points. These points can be used to place impact models such as splashes from raindrops.

Feature applies to RAY-scatter


Collision radius detection

When dealing with big objects like trees, it is important that scatter instances do not intersect with each other. The collision radius property allows you to do this. Simply set a detection radius, and let Phantom Scatter automatically cancel out instance placements when an instance crosses another instance’s radius.

Feature applies to AREA, CURVE, BRUSH and IMAGE BASED-scatter


Weighted scatter

In real life, distribution of flora is never evenly distributed. Weighted scatter applies a scale modifier on instances which follows the Perlin noise intensity. That way the distribution of instances is a lot more natural.

Feature applies to AREA, BRUSH and IMAGE BASED-scatter


Draw distance

The draw distance property applies a modifier which gradually scales instances to 0% over a user-defined distance, and removes instances entirely beyond the maximum distance set. This feature can be useful when taking performance into account. There’s no need to render what you can’t see.

Feature applies to AREA, RAY, BRUSH and IMAGE BASED-scatter



Billboarding is a performance enhancing technique which has been applied in videogames for many years. What it does is draw quads in the far distance instead of full detail 3D models. Phantom Scatter brings it to Octane Render. Instances will change into billboards at a user-defined distance and will rotate correctly over their own normal to face the camera. This works on any surface, even on steep hills. Randomization properties applied to instances will be carried over seamlessly. When using this feature, you will need to create textures which resemble your 3D objects that will then be applied to the billboards.

Feature applies to AREA, BRUSH and IMAGE BASED-scatter



On AREA-scatters such as grassy fields, instances are scattered across an entire surface area, which can cause the geometry of the final result to go outside of said area. Inset allows you to make your instances stay clear from the edges of your surface area, defined by a user-definable distance. Final imagery is much more believable when your grass doesn’t intersect with your other geometry.

Feature applies to AREA-scatter


Scattering assets included

Phantom Scatter comes with 4 grass models and 10 stone models which you can freely use across your projects. The models come in *.OBJ format, which means you can import and use them in Octane Render right away.


CTRL+V in Octane Render

With the ‘copy to clipboard’ feature, XML data can be placed on your clipboard automatically when you export a scatter. You can then simply press CTRL+V in Octane Render’s node editor and the appropriate scatter nodes will be created automatically, will link to the correct files, and even Geometry group nodes are created if you are using the ‘variants’ feature for a scatter object. Works like magic and saves lots of time!


User feedback

Phantom Scatter is used by talented artists. Hear about their experience:

When I tried Phantom Scatter for the first time, I knew immediately that it was the software I needed. The missing piece to complete the puzzle. It is fast, easy to use, and extremely powerful. I couldn’t have done what I did without it.

- Riccardo Minervo, creator of the metaverse scene 'Fushimi Inari forest'

Phantom Scatter is one of the best designed population tools in the market. Fast, reliable, and perfect for iterative design. When it comes to populating geometry Phantom Scatter is the perfect fit.

- Yildirim Yazganarikan, designer based in Washington DC

Phantom Scatter is a very useful tool that complements my workflow very well. It has made a breeze out of things that were very time consuming and difficult to do before. Now I can focus on the outcome instead of the work, and Phantom Scatter does all that while being effortless to use and stylish.


Adopting Octane standalone as a primary production renderer is a big gamble considering the suite of third-party tools other renderers have accumulated over the years. Finding Phantom Scatter for Octane was an unexpected treasure – it has all the convenience of any other scatter tools and is blazing fast. Iterating on XCOM 2’s key art it allowed me to be agile at constructing a giant heap of skulls that was a billion polygons heavy! Definitely looking for an excuse to use it again.


A must have in an Octane workflow. It’s a piece of amazing software that saves a lot of time and delivers great results. I use it in every project and wouldn’t want to go without it ever again.


Next generation GUI

Managing your scatter surfaces and scatter objects is easy within the powerful Phantom Scatter graphical user interface. It's fully contextual on the selected scatter type and automatically changes depending on what you are working on. Functions are organised into modules, giving you a clear overview of your scatter setup. Simply import your OBJ model, create your scatters and export the *.CSV files for usage in the Scatter node in Octane Render. CLOUD-scatter is exported as an *.OBJ model.


User creation showcase

Users have used Phantom Scatter across various projects. Take a look at some of the scenes they came up with.


Phantom Node Link software included

Phantom Node Link scans the scatter library from Phantom Scatter and allows you to bind OctaneRender™ nodes to scatter objects. Phantom Scatter will then take the node data and automatically link it to Scatter nodes when you export a scatter. Simply paste in OctaneRender™ Standalone to create an entire hierarchy of Scatter nodes and Groups (which contain the appropriate geometry and materials).

Phantom Node Link interface

OctaneRender™ 3 is required for Phantom Node Link. Download the Phantom Node Link manual here .

Octane Render Geometry Group Scatter Node

Rig node data in Phantom Node Link. Export your scatter in Phantom Scatter. Then hit Ctrl + V in OctaneRender™ Standalone!


Enhance your visual quality and production efficiency. Explore the product family:

Phantom Scatter
Phantom Node Link

Phantom Photo Match
Phantom Architecture

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