Seeds

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.

user

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

out

The processed output scene.

enabled

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

The input scene

filter

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

parent

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.

destination

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

name

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

density

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

densityPrimitiveVariable

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

pointType

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