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Scatter
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Utilities

Scatter Masks

Base Mask Settings

The base settings most if not all masks have

Opacity

The extent of influence a mask has on the final output. It determines the strength or intensity of the mask's effect on the overall result. By adjusting the opactiy, you can control how much the mask contributes to the final output of the process.

Invert

Swap the values of a mask. In this operation, the original values that are set to 0 will now become 1, and vice versa. This results in an inverted representation of the mask, effectively flipping its influence on the output.

Add

Enabling the "Add" option will incorporate this mask's effect to the previous masks, effectively adding its influence to the cumulative result. On the other hand, when the "Add" option is disabled, this mask's effect will be subtracted from the cumulative effect of the previous masks.

Adding Two Height Masks Together Example

In the given scenario with two height masks, by default, the combined result will display areas that are white (1) in both masks. In other words, the intersection of the two masks determines the visible areas.

However, if the "Add" option is enabled, the resulting combination will behave differently. Instead of using the intersection of the masks, the "Add" option treats the masks as additive factors. If an area is white (1) in the current layer, it will remain white when combined with the previous masks, regardless of their values in that specific area. This approach is akin to addition, where 0 + 1 equals 1.

For the topmost layer (no previous layer), enabling "Add" will lead to all areas becoming white (1) since there are no previous masks to affect the outcome.

Reset to default button

Reset Value to Default

This button allows you to reset the value associated with it to its default state, which corresponds to the value it had when originally added. Selecting this option will restore the button's setting to its initial configuration.

Falloff Easing

See Easing Functions for more information.

Randomize

See Randomize Settings for more information.

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Attribute

Atrribute

The attribute to use as a mask.

Paint Attribute

This is a work around until Blender makes their own attribute painting system and allows for editing attributes created in geometry nodes.

Edit the attribute mask if one is selected, otherwise create a new one and edit.

Things to be aware of for this work around:

This operator creates a duplicate mesh that stores the attributes on it for this terrain. This mesh is not updated again until the button is pressed. See the Advanced settings below for alternative options to deal with the mesh not updating.

From Min

The lower bound of the range to remap from.

From Max

The higher bound of the range to remap from.

To Min

The lower bound of the target range.

To Max

The higher bound of the target range.

Advanced

Only visible after using the Paint Attribute button

Keep Dimensions

Scale the attribute mask to match the dimensions of the terrain regardless of changes after the fact

Same Topology Override

Force using ray casting as method to grab the attribute. Don't assume the meshes have the same topology.

Ray Length

Distance to look for the attribute mesh

Distance Mask

Use the distance from an object to mask the current layer

Object

Select the desired object that will serve as the center of the distance mask, where the values will be set to 1.0. This selected object will act as the focal point for the distance mask, with its associated values set to 1.0.

Distance

How far out to fade out

Min Density

The multiplier at the end of distance and to eternity. This effectively lets in more of the previous layers

Max Density

This multiplier at the object.

Height

Split Falloff

Use different falloff values for minimum and maximum

Split Randomize

Use different radomize settings for minimum and maximum

Min Height

The lower limit of the mask

Max Height

The upper limit of the mask

Normal

Normal Picker

Choose a normal by clicking on a place on the terrain

Target

The normal vector that is being targeted.

Threshold

Permits vectors that are in proximity to the designated "Target" to be included as well.

Path

Curve

The curve to use for the path

Draw Curve

Easily set it up for drawing a curve object for the path.

Resolution

Change the resolution of the curve for smoother lines.

Distance

How far from the curve the path should extend.

Distance Mode

Where to pull the distance

  • Relative Radius (Default): Distance works as a multiplier of the radius of each control point. The default radius of a control point is 1 so if no control points are set this will act exactly like the Distance setting.
  • Distance: The path will extend exactly the amount from the curve as set
  • Radius: The radius of each control point alone affects the distance

Slope

Slope Factor

The extent of incline that is incorporated into the mask. A value of 0 signifies that no slope is included, encompassing areas that are flat and parallel to the ground. On the other hand, a value of 1 implies that slopes up to and including 90-degree cliffs are considered and included in the mask.

Texture

Use a texture to blend between the current layer and previous layers.

Texture Type

The type of texture to use

Pick From RGB

Many texture types output a color. With this enabled you can choose what channel of the color to use as the blend mask. Otherwise the single value output is used or the color is averaged if there isn't a single value output available.

R/G/B

The rgb channel to use for blending of the active texture

Mapping

Use either the position of the vertices or the object's UV Map to place the texture.

UV Type

Texture Settings

The setting of the active texture. See Blender Docs for more information.

Remap Values

To alter the range of values for this mask, you can employ various methods:

Map Range

Utilize From Min/Max and To Min/Max values to modify the range of the mask's values. This method allows you to remap the existing range to a new range.

Easing

Employ predefined curves or create a custom curve to adjust the range of values. Easing functions enable you to control the smoothness or sharpness of the transition between values.

Ramp

Use a ramp to manipulate the range of values. By configuring the ramp's control points, you can reshape the mask's values to suit your requirements.

Transform

Reposition, resize, or rotate the active texture

Valley

The valley mask feature grants users the ability to focus on either valleys, which are concave areas, or ridges, which are convex areas. With this functionality, users can selectively identify and manipulate these specific topographical characteristics within the terrain.

Threshold

Adjust the level of inclusiveness to target areas that are progressively less concave or convex.

Use Ridges

Target areas that are convex or ridges

Falloff

The distance from the fully selected areas under the threshold to where the mask selection gradually fades out.

Remap Values

The Remap Values mask is more of a modifier to the masks than a mask itself. It does not add or remove anything to the mask but instead edits the values as they exist up to this point in the stack.

This mask modifer edits the values in 3 possible ways:

Map Range

Utilize From Min/Max and To Min/Max values to modify the range of the mask's values. This method allows you to remap the existing range to a new range.

Easing

Employ predefined curves or create a custom curve to adjust the range of values. Easing functions enable you to control the smoothness or sharpness of the transition between values.

See Easing Functions for more information.

Ramp

Use a ramp to manipulate the range of values. By configuring the ramp's control points, you can reshape the mask's values to suit your requirements.

Camera Culling Mask

Only show assets that can be seen by the camera.

Culling Type

  • Simple: The fastest (relatively) way to limit the assets at the degredation of accuracy. Does not work for orthographic cameras
  • Main: Second fastest culling algorithm without any accuracy issues. Does not work for orthographic cameras.
  • Raycast: The most feature rich culling algorithm at the cost of being slightly slower.

Use Custom Camera

Use a camera other than the active scene camera. Leaving this disabled will always use the scene camera even if it changes.

Camera

The custom camera to use instead of the scene camera

Padding

Expand outside of the camera's bounds to ensure all assets are included

Use Backface Culling

Cull assets on faces pointing away from the camera

Backface Threshold

Vary how far away from the camera an asset's closest face must be pointing in order to be culled. Independent of the asset's actual rotation.

Terrain Culling

Cull assets whose origins are blocked by the camera via the terrain. This may be inaccurate as the origins (bottoms) of the assets may be hidden by the terrain but the top of the assets may still be visible.

Use Scatter Close to Camera

This modifier only looks at an asset's origin to decide if it is visible to the camera which means some assets that are close to the camera may be culled due to their orgin's being below the camera but the asset itself may still be visible. Enabling this allows for those assets to still show up.

Distance (Scatter Close to Camera)

Distance away from the camera (in 3D space) assets should still be displayed.

Scatter Around Mask

Limit assets to a radius around selected item(s).

Source

  • Object: Limit the assets to be around a specific object
  • Collection: Limit the assets to be around objects in a collection
  • Layers: Limit the asset to be around the locations of assets that are in a scatter layer

Object

Object to scatter around

Collection

The collection of objects to scatter around

Layers

Choose the layers to scatter assets around.

Only layers that came before this layer are able to be scattered around.

Use Location Only

Use the location of the object or objects in the collection. This is the default and considerably faster method. Disabling this will using the distance from each vertex of each object. Useful if you want the assets to scatter around the objects in the shape of each objects instead of circle/randomized circle.

Radius

How far away for the source to scatter assets

Falloff

Distance relative to Radius to fade scattered assets out.

Created:
February 22, 2024
updated:
October 30, 2024

True-VFX

Author |
Zach @ True-VFX
Scatter Settings
Scatter Modifiers
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