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Scatter

Scatter
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Scatters many transformed copies of one or more stamp images across a canvas, in an area field, circular rings and spirals, or along a path, with per-instance random scale, rotation, opacity, and flip.

The Scatter node's Area and Circular placement modes, scattering a transparent leaf cutout across a landscape background.
A 4-panel grid: green leaf cutouts scattered across a mountain-river landscape in a jittered grid, a random area scatter, concentric rings, and a spiral.
  • Area mode lays instances out across a rectangular region, as a jittered grid (even coverage with an organic wobble) or a fully random field.
  • Circular mode arranges them in concentric rings or a spiral around a center point.
  • Path mode places them along a path or a mask’s edge (see Path mode).

In the Preview, drag the manipulator to set the region (Area) or the center and radius (Circular); double-click the center handle to put it back in the middle, or the radius handle to reset Radius. A given Seed always gives the same result, so a look you like is reproducible.

Wire images into the Stamp inputs (a new pin appears as you connect each one) and Scatter cycles through them. A batch wired into one stamp slot cycles its frames as stamps, so a folder of leaves or sprites becomes the source set with one connection. With a Background connected, instances land on it at its size; without one, Scatter renders onto a transparent canvas of Canvas Width by Canvas Height. With Use Density Mask on, a Density Mask thins instances out where it is dark.

Each instance gets its own random scale, rotation, opacity, and flip within the ranges you set. Scale, Scale Min, and Scale Max go down to 0.01, for fine stamps such as small raindrops. Z-Order sets the paint order; By Scale, the default, paints large instances behind small ones for a sense of depth, and Random shuffles the order without favoring any one stamp. With several stamps wired in, Stamp Cycling set to Random shuffles them like a deck, using each stamp once before any repeats.

The Preview with Scatter selected in Path mode: leaves set along a drawn vine across a brick wall, alternating sides and turned with the curve, the path and its points drawn over the picture and the row of path tools above it highlighted

Set Mode to Path, or pick the Along a Path preset (one stamp every 40 px, each turned with the path), and Scatter places whole copies of its stamps along a path: leaves on a vine, stitches around a patch, links of a chain, footprints, fence posts. Along a Path has a recipe for each.

The path comes from one of two places, the same two as on Path Warp:

  • Drawn on the node. With nothing wired into Density Mask, Scatter follows a path drawn on its own canvas, starting from a gentle arc. The Preview’s path tool row has Select, Pen, Rectangle, and Ellipse, plus Reverse, Close, Copy Path, Paste Path, and Clear Path. See Where the path comes from.
  • A mask’s edge. In Path mode the Density Mask pin is the path input: wire a Shape, a Roto mask, Text, or any other mask and the stamps follow its edge. Edges picks Outer (the outside edge of every shape) or All (the edges of holes too). A color picture is read through Mask From (Luminance by default), and Mask Fit lays the mask on the canvas. With no Background wired, the mask sets the canvas size.

In Path mode the Path Layout section replaces the area and circle rows, and Use Density Mask, Position Random, and the Area and Circular rotation rows are hidden. Switching modes changes none of them, so switching back restores the old layout exactly.

Step decides how the stamps are spaced:

  • Count spreads a fixed number evenly. On an open path the first and last stamps sit on its ends; on a closed path no stamp is doubled where the loop meets itself. Across several edges of a mask, the count is shared out by length.
  • Distance places one stamp every so many pixels. Fit to Path evens out the spacing so the stamps fill the path, with the first and last on the ends of an open path. A Distance that would need more than 5000 stamps is raised, and the panel shows the Effective Distance.
  • End to End starts each stamp where the last one ends, each by its own size, like the links of a chain. Gap adds space between them, or overlaps them when negative. Fit to Path spreads leftover length over the gaps and never resizes a stamp. On a closed path with Stamp Cycling set to Sequential, the count rounds to a whole number of cycles, so two identical stamps never meet where the loop closes.

The other Path Layout rows:

  • Start and End limit the stamps to part of the path; on a closed path, an End before Start wraps across the start of the loop. In the Preview they are two knobs on stems beside the path: drag them along it, or double-click to reset Start to 0 or End to 1. Knobs that meet fan apart so both stay grabbable, and on a mask with several outlines they ride the longest one.
  • Turn With Path is how far each stamp turns to follow the path: 1 follows it fully, 0 keeps every stamp at its own angle (upright posts, for example). Rotation Min and Rotation Max add a random turn on top.
  • Jitter moves each stamp randomly along the path. Offset moves every stamp off the path (positive is outside a closed path, or left of travel on an open one), keeping them evenly spaced along the offset line. Spread moves each one randomly to either side.
  • Alternate Sides puts every other stamp on the other side of the path, mirrored: footprints, paired leaves, zipper teeth.
  • Taper shrinks stamps toward End (1 shrinks the last to nothing), or grows them when negative.
  • Rounding rounds the path’s corners to that radius, so stamps follow a curve around each corner instead of a point.

A closed path runs clockwise from the bottom, so 0.5 is the top. Everything else works as in the other modes: Scale, Aspect, opacity, Random Flip, Stamp Cycling, Z-Order, Blend Mode, Anchor (Bottom stands each stamp on the path), Edge Mode, Seed, and the Surface group for texture sets. All six presets set every Path Layout row too, so a preset gives the same look whatever the node was set to before, and never resets the path you drew.

Click a path point, a handle, or a Start or End knob and the arrow keys move it one image pixel per press, or ten with Shift; a knob steps along the path. Over texture sets, dragging the path or its knobs redraws the Preview at reduced resolution and shows the exact result on release.

A grayscale height map Scatter made from beveled droplet stamps, a field of round domes on black, beside the rain on a window those heights become

In every mode, a Stamp input also takes a grayscale map, or a batch of them, straight from a mask output: a droplet from Bevel’s Height, a Shape’s alpha, a noise. Each lands as an opaque gray stamp, and color stamps beside it are unchanged, so a mix needs no switching.

When every stamp is grayscale and the Background is grayscale or not wired, the output is a grayscale map too, black where no stamp lands, so it wires straight into Drips, Normal Map, or a Texture’s Height. Any color stamp or color background gives a color output, as before, and a Scatter saved in an earlier version keeps the color output it was saved with.

For height maps and grayscale shapes, set Blend Mode to Lighten at Opacity 100%: where two stamps overlap, it keeps the taller of the two. Linear Dodge (Add) stacks them instead, so an overlap rises higher than either stamp. Under Normal, a gray stamp’s black corners cover its neighbors.

Wire a texture set, or a library of them (a batch of sets, straight out of Separate or Collect), into a Stamp pin and Scatter places it exactly as it places an image: same seeds, density, jitter, Edge Mode, and Sequential or Random cycling through the library. Every map of an instance is placed together and its normal map is turned with its pixels. Under Wrap, an instance that crosses a canvas edge comes back on the opposite side in every map and the Opacity, so the published set tiles.

When any stamp or the background is a set, the output is a set and a Surface group appears:

  • Height Operation offers the same five choices as a Texture Layer row. Under Higher Surface (the default) or Lower Surface, overlapping instances resolve by height, so a buried instance shows only where it is actually higher (or lower). Under Replace, the later instance in Z-Order covers the earlier one outright.
  • A negative Height Offset buries the population in the ground beneath, with color, normal, and roughness moving together; Height Offset Variation sinks each rock to a different depth. Neither Height Offset nor Height Scale recomputes an instance’s Normal map.
  • Background Height only applies where no instance landed and no background set supplies its own Height. A Higher or Lower Surface instance always wins over bare canvas.
  • Seam Feather softens the seam between overlapping Higher or Lower Surface instances across all maps. It decides which surface shows along a seam and never makes the result more transparent.

Every instance’s Opacity reaches the finished set. The published Opacity is the union of the instances that landed, as in Texture Layer, so a scatter over no background is transparent between its stamps in 3D Render and in exported files, and an instance’s random opacity fades it there too.

Over a set, Blend Mode acts only on Base Color and Emissive. The Normal, Height, and single-value maps follow Height Operation, and Opacity is never blended.

A plain image on the Background input alongside set stamps is read as a Base Color only set with its alpha as Opacity: it sizes the canvas and shows through wherever no instance lands, with the other maps at neutral values.

Pins

BackgroundPixels or Texture
InputOptional
Stamp 1, Stamp 2, ...Batch
InputOptionalVariable count
Density MaskMask
InputOptional
ImagePixels or Texture
Output

Placement

ModeChoice
Default: Area (Cartesian)

How stamps are laid out

  • Area (Cartesian)Scatter instances across a rectangular region as a jittered grid or a random field.
  • CircularArrange instances in concentric rings or a spiral around a center point.
  • PathPlace whole copies along a path drawn on the canvas, or along the edge of the mask wired into Density Mask. The Path Layout section replaces the area and circle rows.
CountInteger
Default: 50 Range: 1–5000
Mode = Circular or Path

Total instances (Circular and Path modes)

ColumnsInteger
Default: 8 Range: 1–70
Mode = Area (Cartesian)

Grid columns (Area). Columns x Rows capped at 5000

RowsInteger
Default: 6 Range: 1–70
Mode = Area (Cartesian)

Grid rows (Area). Columns x Rows capped at 5000

Position RandomNumber
Default: 0.60 Range: 0.00–1.00
Mode ≠ Path

How far stamps stray from their ordered positions. 0 = a perfect grid or rings

RingsInteger
Default: 3 Range: 1–32
Mode = Circular

Concentric rings (Circular)

RadiusNumber
Default: 0.85 Range: 0.00–1.00
Mode = Circular

Outer radius as a fraction of half the smaller canvas dimension

SpiralNumber
Default: 0.00 Range: 0.00–1.00
Mode = Circular

0 = concentric rings, 1 = Archimedean spiral

Face OutwardNumber
Default: 0.00 Range: 0.00–1.00
Mode = Circular

Orient each stamp toward the circle (0=off, 1=full)

Ring ShrinkNumber
Default: 0.00 Range: 0.00–1.00
Mode = Circular

Progressively shrink stamps toward outer rings

DistributionChoice
Default: Jittered Grid
Mode = Area (Cartesian)

How random positions are drawn

  • Jittered GridStart from an even grid and offset each instance by Position Random, giving even coverage with an organic feel.
  • RandomPlace every instance at a fully random position, clumpier and less even than a jittered grid.
Edge ModeChoice
Default: Clamp

What happens to stamps at the canvas edge

  • ClampKeep every instance fully inside the canvas.
  • WrapLet instances cross an edge and reappear on the opposite side, so the result tiles seamlessly.
  • OverflowAllow instances to spill off the canvas edges, clipped at the border.

Path Layout

StepChoice
Default: Count
Mode = Path

How stamps are spaced along the path

  • CountSpread a fixed number of stamps evenly. On an open path the first and last sit on its ends. The default.
  • DistancePlace one stamp every so many pixels along the path.
  • End to EndStart each stamp where the last one ends, each by its own size, like the links of a chain. Gap spaces or overlaps them.
DistanceNumber · px/%
Default: 40.0 Range: 2.0–2000.0 px / 0–100%
Mode = Path

Space between stamps along the path

GapNumber · px/%
Default: 0.0 Range: -500.0–500.0 px / -50–50%
Mode = Path

Space between neighboring stamps. Negative values overlap them

Fit to PathToggle
Default: true
Mode = Path

Evens out the spacing so the stamps fill the path. With Distance on an open path, the first and last stamps sit on its ends

StartNumber
Default: 0.00 Range: 0.00–1.00
Mode = Path

Where the stamps begin along the path. On a closed path, an End before Start wraps across the start of the loop

EndNumber
Default: 1.00 Range: 0.00–1.00
Mode = Path

Where the stamps end along the path

Turn With PathNumber
Default: 1.00 Range: 0.00–1.00
Mode = Path

How far each stamp turns to follow the path. 0 = every stamp keeps its own angle, 1 = each follows the path's direction

Rotation MinNumber
Default: 0 Range: -360–360
Mode = Path

Lowest extra rotation per stamp (degrees), on top of the path's direction

Rotation MaxNumber
Default: 0 Range: -360–360
Mode = Path

Highest extra rotation per stamp (degrees), on top of the path's direction

JitterNumber
Default: 0.00 Range: 0.00–1.00
Mode = Path

Moves each stamp randomly along the path, up to half a step either way at 1

OffsetNumber · px/%
Default: 0.0 Range: -2000.0–2000.0 px / -100–100%
Mode = Path

Moves every stamp off the path. Positive values move them outside a closed path, or to the left of travel on an open one

SpreadNumber · px/%
Default: 0.0 Range: 0.0–500.0 px / 0–50%
Mode = Path

Moves each stamp randomly off the path, up to this far to either side

Alternate SidesToggle
Default: false
Mode = Path

Puts every other stamp on the other side of the path, mirrored, like footprints or paired leaves

TaperNumber
Default: 0.00 Range: -1.00–1.00
Mode = Path

Shrinks stamps toward End: 1 shrinks the last to nothing. Negative values grow them instead, to twice the size at -1

RoundingNumber · px/%
Default: 2.0 Range: 0.0–500.0 px / 0–50%
Mode = Path

Rounds the path's corners, drawn or traced, to this radius

EdgesChoice
Default: Outer
Mode = Path

Which edges of the wired mask the stamps follow

  • OuterFollow the outside edge of every shape in the mask. The default.
  • AllFollow the edges of holes too.

Randomization

ScaleNumber
Default: 1.00 Range: 0.01–8.00

Base scale multiplier applied to every stamp

Scale MinNumber
Default: 0.85 Range: 0.01–8.00

Lower scale multiplier. Applied on top of base scale

Scale MaxNumber
Default: 1.15 Range: 0.01–8.00

Upper scale multiplier. Applied on top of base scale

Aspect XNumber
Default: 1.00 Range: 0.05–4.00

Horizontal aspect stretch (>1 = wider stamps)

Aspect YNumber
Default: 1.00 Range: 0.05–4.00

Vertical aspect stretch (>1 = taller stamps)

Rotation MinNumber
Default: 0 Range: -360–360
Mode ≠ Path

Minimum per-instance rotation (degrees)

Rotation MaxNumber
Default: 360 Range: -360–360
Mode ≠ Path

Maximum per-instance rotation (degrees)

Opacity MinNumber
Default: 1.00 Range: 0.00–1.00

Lower per-instance opacity (x global opacity)

Opacity MaxNumber
Default: 1.00 Range: 0.00–1.00

Upper per-instance opacity (x global opacity)

Random FlipChoice
Default: None

Random per-instance mirror

  • NoneNever mirror instances.
  • HorizontalRandomly mirror some instances left to right.
  • VerticalRandomly mirror some instances top to bottom.
  • BothRandomly mirror some instances on either axis.
SeedInteger
Default: -1 Range: -1–2147483647

Placement seed. -1 gives each node and each batch frame its own placement. Click the dice to roll a new fixed seed

Stamping

Stamp CyclingChoice
Default: Sequential

How the stamp inputs are chosen.

A batch wired into a stamp slot cycles its frames as stamps.

  • SequentialCycle through the connected stamps in connection order.
  • RandomPick a stamp at random for each instance.
Use Density MaskToggle
Default: false
Mode ≠ Path

Use the density mask's grayscale value as the per-instance keep probability, so brighter reads as denser.

  • White: every instance kept.
  • Black: none kept.
  • Mid-gray: about half.

Compositing

Blend ModeChoice
Default: Normal Range: Normal / Multiply / Screen / Overlay / Linear Dodge (Add) / Subtract / Difference / Hard Light / Soft Light / Darken / Lighten / Color Dodge / Color Burn / Exclusion / Hue / Saturation / Color / Luminosity

Per-stamp blend mode.

For height maps and grayscale shapes, Lighten at Opacity 100% keeps the taller of overlapping stamps; Linear Dodge (Add) stacks them.

Over a texture set it blends Base Color and Emissive only. The other maps follow Height Operation.

OpacityNumber
Default: 1.00 Range: 0.00–1.00

Global opacity applied to every stamp

Z-OrderChoice
Default: By Scale

Paint order

  • SequentialPaint instances in placement order so later instances sit on top.
  • RandomShuffle the paint order so overlaps look unbiased.
  • By ScalePaint large instances first so smaller ones sit on top, adding a sense of depth.
AnchorChoice
Default: Center

Rotation/scale pivot

  • CenterRotate and scale each stamp around its center.
  • BottomRotate and scale each stamp around its bottom edge, good for grass, trees, and other ground-planted stamps.
Canvas WidthInteger
Default: 1024 Range: 1–16384

Output width when no background is connected

Canvas HeightInteger
Default: 1024 Range: 1–16384

Output height when no background is connected

Surface

Height OperationChoice
Default: Higher Surface Range: Add Detail / Subtract Detail / Higher Surface / Lower Surface / Replace
Texture set output

How each instance meets the surface beneath it.

  • Add Detail: the instance's relief is added on top of the surface below.
  • Subtract Detail: the instance's relief is cut into it.
  • Higher Surface: the taller of the two shows, so an instance sinks into higher ground.
  • Lower Surface: the lower of the two shows.
  • Replace: the instance covers what is under it.
Height OffsetNumber
Default: 0.000 Range: -1.000–1.000
Texture set output

Lifts or drops every instance's whole surface after Height Scale.

A negative value buries the instances in the surface below, so only the parts standing above the ground show, in all maps together.

Height Offset VariationNumber
Default: 0.000 Range: 0.000–1.000
Texture set output

Varies Height Offset per instance by up to plus or minus this amount, so every instance sinks differently. 0 = the same offset for all. The draw follows Seed

Height ScaleNumber
Default: 1.000 Range: 0.000–16.000
Texture set output

Multiplies every instance's source height before it is compared with, or written over, the surface below.

An instance's Normal map is not recomputed from the scaled height.

Background HeightNumber
Default: 0.000 Range: -1.000–1.000
Texture set output; inert when the background set carries its own Height

The height reported where no instance covers the canvas.

Instances never compare against it: a Higher Surface or Lower Surface instance always wins over empty canvas. Heights below 0 or above 1 need 32-bit (Float) Mode.

Seam Feather (px)Number
Default: 0.00 Range: 0.00–32.00
Texture set output

Fades each Higher Surface or Lower Surface instance in over this many pixels from the edge of the region it wins, across all maps together.

0 = hard seam, 1 antialiases it, and larger values give a softer join.

Mask

Mask FromChoice
Default: Luminance
Color image connected to the mask input

How the connected color image is read as a mask

  • LuminanceRead the image's brightness as the mask. The default.
  • AlphaRead the image's transparency as the mask.
  • RedUse the red channel as the mask.
  • GreenUse the green channel as the mask.
  • BlueUse the blue channel as the mask.
Mask FitChoice
Default: Stretch
Mask connected

How the mask is mapped when it doesn't match the canvas

  • None (native size)Center the mask at its native size, with no resizing. Unmasked regions are unaffected.
  • StretchStretch the mask to exactly match the image dimensions. May distort the mask shape.
  • Fit (letterbox)Scale the mask to fit inside the image, preserving aspect ratio. Letterboxes where needed.
  • Fill (crop)Scale the mask to fill the image, preserving aspect ratio. Crops edges if aspect ratios differ.
Notes
  • Stamp inputs use a variable-count pin array: connect the trailing empty Stamp pin and another appears, so you can feed any number of stamp images. Each stamp slot accepts a single image or a whole batch, and a batch cycles its frames as stamps. Stamp Cycling decides how stamps are picked per instance (Sequential walks them in connection order, Random picks one each time).
  • The Background input is optional. With one connected, instances are scattered onto it and the output matches its size; with none, Scatter renders onto a transparent canvas at Canvas Width x Canvas Height. A batch on the Background pin produces one scatter per variant.
  • Connect a mask to the Density Mask input and enable Use Density Mask to vary instance density across the canvas: brighter mask areas keep more instances, darker areas thin out.
  • Region (Area mode) and Center / Radius (Circular mode) are set by dragging the on-canvas manipulator in the preview rather than by sliders.
  • Start from a built-in preset (Organic Field, Random Tile Grid, Seamless Texture, Ring Pattern, Spiral Pattern, or Along a Path), then tune from there.
  • Set Edge Mode to Wrap to scatter a seamless, tileable texture. It works in Circular mode too: a ring whose stamps overhang the canvas wraps the same way.
  • Paint a gradient or shape into the Density Mask to steer where instances concentrate.
  • Use Circular mode with Face Outward and a touch of Spiral for radial bursts, petal rings, or clock-face layouts.
  • A Seed of -1 gives each node, each batch frame, and each texture set in a library its own arrangement, which survives reopening the document and differs between nodes; a duplicate gets a fresh one. A fixed Seed places the same way on every frame. Set an explicit Seed, or click the dice, when you want a value you can copy to another node.