Example Files

Learn with the help of these example files

Loopable Wind Animation

This scene is a demonstration of the loopable wind feature of Geo-Scatter. Easily control the wind strength, direction, turbulence, texture contrast/brightness of the strength, within the plugin. The wind feature is a great way to add the illusion of wind in your scatter by tilting your instances procedurally. The windmill/ farm/ wheat models are made by Pixel /Jayson Stauffer / ebmclachlan.



Made in Blender 4.2 with Geo-Scatter 5.5 | License: CC-BY
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Instancing by Scale

When distributing your assets, you might want to dynamically assign the objects based on their physical scale value. This is where the instancing by scale method comes in handy, it's an essential tool to have if you're after a realistic scatter. In this demo, paint the group driving the shrink feature and the instances will dynamically change. The terrain shader is derived from this scale mask.



Made in Blender 4.2 with Geo-Scatter 5.5 | License: Royalty Free
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Simple Visibility & Display Optimizations

In this example, we discover the camera and display optimization features available in Geo-Scatter We initially scattered millions of instances over a 2km x 2km surface, and with only a few clicks we efficiently reduced the particle count to a strict minimum, with a drastic performance improvement factor. We also added viewport-only display optimizations to our scatter-systems, with the "display as" feature. Read the optimization page for more information.



Made in Blender 4.2 with Geo-Scatter 5.5 | License: Royalty Free
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Wood Cabin with Dynamic Ecosystem

A cabin lost in the wood! The environment we created is dynamic, it is using the revolutionary "ecosystem" feature of Geo-Scatter, thanks to this feature the young trees are growing near their older sibling, moss is growing around rocks, and the larger vegetation is avoiding collision with rocks. Once this feature is all set-up, you'll be able to create an infinity of variations. Don't forget to read the text in the .blend file! The cabin model is made by kennethtzh.



Made in Blender 4.2 with Geo-Scatter 5.5 | License: Royalty Free
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Scatter Hero Artwork, Curated Shot

Learn how to create large-landscape single shots, by dividing the artwork in foreground/ middle-ground/ background, working with multiple scattering emitters simultaneously, utilizing the dedicated lister panel to facilitate your interface navigation, and operating the bezier-area feature to achieve precise control on your scatter.



Made in Blender 4.2 with Geo-Scatter 5.5 | License: Royalty Free
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Clean Lawn Near Problematic Areas

For large surfaces, working with grass modeled in clumps instead of tiny grass-blade is advised, however, scattering clump models will cause issues near your terrain boundaries or when areas near objects such as pavements. This blend file demonstrates how to achieve a clean scatter by dynamically distributing tinier models near the problematic areas.



Made in Blender 4.2 with Geo-Scatter 5.5 | License: Royalty Free
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IDMap with Vertex-Color

In Geo-Scatter you are able to control multiple scatter-systems from one single ID map! It either can be a vertex-color layer, an image-texture, or a procedural texture. In this example file, we are discovering how one vertex-color layer can influence 7 systems at the same time. Flowers models are made by tojamerlin



Made in Blender 4.2 with Geo-Scatter 5.5 | License: CC-BY
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Leaves-Falling Animation

We used the "falling animation" feature on our scattered dead leaves in this shot, we also enabled the turbulence option, so the leaves are falling with a swinging motion. This feature is also useful for snowfall, or can be reversed for animating flying lanterns for example. The photo-scanned tunnel model is made by fujisan



Made in Blender 4.2 with Geo-Scatter 5.5 | License: Royalty Free
Download.blend

Tangent Alignment and Spawn Rate

In this scene we used the tangent alignment feature of Geo-Scatter to align the rotation of our crowd toward the statue, We also controlled the spawn-rate with the instancing "Probability" method. The scanned humans are made by Loic Norgeot.



Made in Blender 4.2 with Geo-Scatter 5.5 | License: CC-BY
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Instancing by Clusters and Proximity Fx

We used instancing "Clusters" method, to generate an organic instance assignation by groups. While Mei is running, the nearby vegetation is also leaning! The vegetation model is made by Piyalak and the animated Mei is made by cgart.com



Made in Blender 4.2 with Geo-Scatter 5.5 | License: CC-BY
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Clump Distribution Set-up

Scatter has an innovative distribution method called the "Clump" distribution. ; This method is quite handy if you'd like to generate procedural clumps in your scene, it can be also used to align vegetation elements in order to create tufts plants/bushes from scratch.



Made in Blender 4.2 with Geo-Scatter 5.5 | License: CC-BY
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Ecosystems Examples

In this scene we show you how to use the ecosystem features of Geo-Scatter. The grass is growing near seedlings, the seedlings are growing near the larger pines, some plants only grows in dense or scarse areas. The vegetation model are made by StreakByte



Made in Blender 4.2 with Geo-Scatter 5.5 | License: CC-BY
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Manual-Mode-Ready Scene

This scene's purpose is to test out the various brushes available in manual mode on multiple emitting surfaces. You can find all information about manual mode on the dedicated page about this workflow. The models are made by Robin Tran



Made in Blender 4.2 with Geo-Scatter 5.5 | License: CC-BY
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Simple Archviz Scene & Biomes

The goal of this scene is to demonstrate the biome system on a simple, relatively small emitter surface. The scene is derived from the CCBY Barcelona Pavillion demo file made by eMirage



Made in Blender 4.2 with Geo-Scatter 5.5 | License: CC-BY
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Asteroid Belt

In this scene, we are creating an animated asteroid belt using Geo-Scatter new volume distribution method. The asteroids are animated using the noise offset feature. We could also animate the rotation with keyframes. The CCBY asteroid models are made by Spacehead and hdri by PixeledAsteroid.



Made in Blender 4.2 with Geo-Scatter 5.5 | License: CC-BY
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Physically Accurate Mowed Grass

In this example-file we are using the tangent alignment feature of our plugin in order to orient our grass models from a mowed-strip texture. Note that in order to achieve this effect you will need a good quality mowed grass model oriented toward the local +Y axis. This is physically accurate, not your usual shading trick.



Made in Blender 4.2 with Geo-Scatter 5.5 | License: CC-BY
Download.blend