Scatters points evenly over the surface of meshes. This can be particularly useful in conjunction with the Instancer, which can then apply instances to each point.


Container for user-defined plugs. Nodes should never make their own plugs here, so users are free to do as they wish.


The processed output scene.


The on/off state of the node. When it is off, the node outputs the input scene unchanged.


The input scene


The filter used to control which parts of the scene are processed. A Filter node should be connected here.


The location of the mesh to scatter the points over. The generated points will be parented under this location. This is ignored when a filter is connected, in which case the filter may specify multiple locations containing meshes to scatter points over.


The location where the points primitives will be placed in the output scene. When the destination is evaluated, the ${scene:path} variable holds the location of the source mesh, so the default value parents the points under the mesh.


${scene:path}/.. may be used to place the points alongside the source mesh.


The name given to the object generated - this will be placed under the parent in the scene hierarchy.


The number of points per unit area of the mesh, measured in object space.


A float primitive variable used to specify a varying point density across the surface of the mesh. Multiplied with the density setting above.


The render type of the points. This defaults to “gl:point” so that the points are rendered in a lightweight manner in the viewport.