It would be great if VRED offered a feature that allows scattering objects (as instances) across a base surface using customizable parameters. A common use case would be distributing vegetation within environment scenes. A nice example of this can be seen in D5 (D5 Scatter Tool). The following capabilities would be especially helpful for configuring scattering. Selection of the Scatter Objects Choose a single object or a collection of objects (e.g. from an asset library) Distribution Methods Scatter across the entire selected geometry Scatter within specific sub‑areas (of the geometry): Place objects by clicking directly on the base surface Brush‑based distribution with adjustable brush size Distribution along splines Use of color maps to define sub‑areas, enabling different objects or collections based on color regions Distribution Details (depending on the placement method) Density: Objects per unit area, optionally controlled by a density map Weighting: Probability of occurrence for each object within a collection Distance: Minimum/maximum spacing between objects, optionally using collision volumes Region settings (region size, blur, etc.): For the “entire geometry” method, regions can be generated randomly based on size and frequency (e.g., Region 1 with Object A, Region 2 with Object B) Smooth transitions between regions adjustable via blur parameters Alignment: Align objects to surface normals or keep alignment independent Offset: Vertical offset of all scattered objects from the base surface Collisions: Options for handling collisions with other scene objects Variation Random scale values (min/max) per axis or uniform scaling Optional position jittering (min/max) per axis Random rotation values (min/max) per axis Seed value to control the overall randomness of the scattering variation
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