Tuesday, 2 June 2026

Is it scatter time, yet?

Blender School: A look at rock scatters 

I still feel like I need either a system, an approach, or a workflow for handling pebble scatters. Geo-Scatter is an amazing tool for managing instanced terrain scatters; it has so many features and functions that I don't really understand, so I never use it. Deep-in-the-weeds GeoScatter practice should have been on the cards a long time ago.

Better...but not looking as natural as I'd like.

Clump Distribution

Changing to Clump Distribution often caused Blender to crash. This was probably because CD is expensive. A CD scatter places a mother object, then some child objects around the mother. It's great for dense formations, but you need to start with modest scatter densities, or you will exhaust your system and likely crash.

Temp rocks in the scatter. They do the job when scatter tweaking

The official docs are honest about CDs' cost:

If you do not need the parametric aspect of clump distribution, we'd suggest working with random distribution while using assets modelled in clump already. It will be easier to control, for both you and your computer.

Yes, the scatter rock colours need adjustment.

A gem from Maarten Nauta.

For scatters in Blender 5.0+, ensure that you turn off Surface Picking under the visibility bank. This stops your scatters from increasing the performance overhead caused by Blender checking for interactions on every single scatter object.

More scatter fun, tomorrow.


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Is it scatter time, yet?

Blender School: A look at rock scatters  I still feel like I need either a system, an approach, or a workflow for handling pebble scatters. ...