This layer allows you to scatter a mesh with a selected material onto a layer with options to vary scaling and rotation and to limit the area the objects will appear, this layer is like the Scatter layer but just uses a mesh and a single material. The scatter layer can be told to orientate the objects with respect to the chosen surface, and if you want to you can have the objects automatically animate along the surface. Coming soon will be more advanced scattering systems and layers to allows a selection of objects one layer and also the scatter of objects inside shapes.
Name of the layer.
Un checking this will remove this layer from the loft object and hide most of the inspector for it.
Color to tint the inspector for this layer, makes finding the layer you want easier on complex loft objects.
Sometimes you will want to have the loft object update in realtime but maybe not all the layers actually change, if you check the Lock option then during a rebuild the layer will not recalculate its contribution to the mesh but will just use the last lot of vertices it built so greatly speeding up the mesh creation for entire object. So useful if you have a complex race track loft object and just want to deform a crash barrier layer from it, so you would lock all the layers except for the one to change, update that then lock it again.
The mesh that is to be scattered on this layer.
The material to use to render the layer.
The Mega Loft Object this layer will build onto.
When you select a Loft object as the surface this drop down will be filled with the layers from that object that you can use as the surface for the clone layer to build on.
The start position along the path shape to start building the layer, 0 is the start 1 is the end, values outside this range will either loop for closed shapes or extrapolate past the ends on open shapes.
The length of the loft along the path, 1 is a full length of the path loft, the length value is added to the start value to find the actual end value, so if this is outside the rang 0 to 1 then the layer will either loop or extrapolate past the ends of the path.
The start of the scatter region across the surface.
The width of the scatter region across the surface.
Check to have the layer automatically orientate the objects perpendicular to the surface layer.
How upright the objects should be, 1 is fully upright.
How many of the object to scatter in the layer.
Random seed value, change this to later the distribution of the objects.
Changing this will move the objects relative to the surface.
Apply a rotation to the scatter object before it is applied.
Scale the scatter object before it is used in the layer.
Set the range of any random rotation to be added to the object before it is added into the layer, the system will use the range of +- the values in here.
Rnd Scale Min
Set the low range of any random scaling to be applied to each object in the scatter.
Rnd Scale Max
Set the high range of any random scaling to be applied to each object in the scatter.
The amount to look ahead when calculating slopes and directions.
Changes the axis to use as the major axis. Currently has no effect in the scatter layers.
A global scaling value, this makes changing the size of everything on the layer very simple.
Alpha is the current offset from the start position for the layer, this is used by the animation system to easily move the entire contents along the surface.
This will move the entire layer across the surface.
When in play mode this is the amount added per second to the alpha value above to animate the layer.
You can select to have the distribution density of the objects controlled by a curve, check this to enable.
The curve to use to define where the objects are scattered, areas where the curve value is near zero will have less objects in than areas on the curve where the value is near 1.
Scatter Layer Video
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