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Scatter

A scatter covers a surface with copies of your components: grass on a lawn, trees on a hill, pebbles on a path. The copies only exist in the render, so your SketchUp model stays light and fast, even with a million of them. The render window calls the copies instances.

For a lawn, you can also paint it with the Grass material instead: it grows real blades of grass without any components.

A pond in a forest clearing: pines and firs on a hill, ferns, boulders, grass and saplings around the water, pebbles on the shore

Everything in this forest that isn’t the ground or the water is a scatter: more than 230,000 trees, saplings, ferns, grass clumps, rocks and stones, from a SketchUp model with one copy of each. See Example: a forest pond for how it’s made.

A scatter is made of two things you pick in SketchUp:

  • Surfaces: the groups or components the copies are placed on.
  • Objects: the components that get copied.

Everything else, like how many copies and how much they vary, is set in the Scatter section of the Scene Editor.

The render window with the Scatter section of the Scene Editor, showing the scatters of the forest pond and the trees of the Conifer forest scatter

Fill a garden with plants scatters four plants over the planting beds of a villa garden. It picks the garden as the surface and the plants as objects, and limits the scatter to the faces painted with the bed material. Then it sets the density, and paints a new bed in SketchUp that the plants follow. To follow along, download its scene, rayscaper-scatter.skp (8.7 MB): a modern villa whose lawn and shrub border are scatters already, with one plant of each kind in a bed. It works with the free version of Rayscaper.

Rayscaper has to be rendering, because the render window does the scattering.

  1. In SketchUp, select the group or component to scatter on, for example your terrain.

  2. Right-click it and pick Rayscaper > Scatter on Selection. The render window opens the Scatter section with a new scatter.

  3. Select the components to scatter, for example a grass clump and a flower.

  4. Right-click them and pick Rayscaper > Add to Scatter as Object. The copies show up in the render.

The SketchUp context menu of the terrain group with the Rayscaper submenu open on Scatter on Selection

You can do the same from the render window: select in SketchUp, then press Scatter on SketchUp Selection or one of the Add SketchUp Selection buttons in the Scatter section. New Empty creates a scatter without a surface and objects, which you add later.

To copy or remove a scatter, select it in the list at the top of the Scatter section. Then press the copy or trash button below the list, or right-click it in the list and pick Duplicate or Delete. Click its name to rename it. The eye next to it turns it off without removing it.

To remove a surface or an object from a scatter, click the × next to it.

SettingDescription
MaterialsLimits the scatter to the faces with the checked materials. With All materials the whole surface is used.
Add SketchUp SelectionAdds the groups and components selected in SketchUp as surfaces.
Add Loose GeometryScatters on the faces of the model that aren’t part of a group or component.

The material is the easiest way to decide where a scatter goes. Paint the lawn with a grass material and the path with gravel, check the grass material in the Materials list of the surface, and the path stays clear. Check more materials to scatter on more of the surface, like a forest that covers the forest floor and the meadow. Repaint a face with the paint bucket in SketchUp and the scatter follows.

A surface has to be a group or component that isn’t nested inside another one.

The terrain as the surface of the Boulders and stumps scatter, with the Materials list open: Forest floor and Meadow are checked, the other materials painted on the terrain are not

Every object has a Weight: how often it’s picked compared to the others. An object with weight 2 shows up twice as often as one with weight 1. At weight 0 the object stays in the list but isn’t scattered.

Faces of an object that aren’t painted take the material of the component you selected, the same way SketchUp shows them.

The colored square next to an object is its color in the preview in SketchUp.

SettingDescription
ModeProjection places the copies on the surface from above. Wrap covers every face of the surface. See Projection or Wrap.
Density per m²Number of copies per square meter of surface.
SeedA number that picks a random arrangement of the copies. Every seed gives another arrangement, the same seed always the same one.
Instance LimitUpper limit for the number of copies. The density is lowered when the surface would get more.
The Distribution and Variation settings of the Meadow grass scatter

The Result section at the bottom shows what the scatter made: the number of Instances and the Surface Area it covers. When the Instance Limit lowers the density, it says so, with the density it uses.

Projection is made for lawns and terrains. The copies come down on the surface from above, like rain. So only the parts you see from above get copies. The underside of a ball, the ground below an overhang and upright walls stay empty. The copies stand on the upper side of the surface, whichever way its faces are turned in SketchUp.

Wrap is made for shapes you want to cover all around, like a topiary ball or a mossy boulder, and for walls. Every face of the surface gets copies, on its front. When copies end up inside a shape or behind a wall, the face is turned the wrong way: right-click it in SketchUp and pick Reverse Faces. Set Follow Surface to 100% to make the copies point away from the faces. At 0% they stand upright on every face, also on the underside of a shape.

SettingDescription
Smallest Scale, Largest ScaleEvery copy gets a random size between these.
RotationCopies are turned around their up axis by a random angle up to this. 360° gives every direction.
Follow SurfaceAt 0% the copies stand upright, like trees on a slope. At 100% they stand perpendicular to the surface, like grass.
Swap Y and ZThe green axis of the objects follows the surface instead of their blue axis, and their blue axis stays upright. See Green walls.
Height OffsetMoves the copies up or down. Sink them a little to hide their base in uneven ground.

To cover a wall with plants, use Wrap, since Projection leaves walls empty, and set Follow Surface to 100%. The copies then stick out of the front of the wall, which suits moss, leaf clusters and ferns. Height Offset moves them out of the wall or sinks them into it. A wall with thickness gets copies on all its sides, so paint the side you want and check only that material under Surfaces.

Plants that hang down or climb, like ivy, are modelled upright and have to lie flat against the wall. Check Swap Y and Z for those. The copies stay upright on every wall, with their green axis pointing out of it. Rotation then makes them lean to the left and the right by up to half its angle, so keep it small.

While Rayscaper is rendering, the SketchUp viewport shows where the copies are. Small scatters are drawn as boxes with the size of each copy, large ones as points. Every object has its own color, the one shown next to it in the Scatter section. For very large scatters the viewport shows a part of the points, the render always has all of them.

SketchUp with the preview of the forest pond from above: points for the grass around the pond, colored boxes for the trees, rocks and stones

Turn the preview off in SketchUp’s Overlays panel, where it’s listed as Rayscaper Scatter Preview.

The forest pond at the top of this page is one SketchUp model. The terrain is a single group, painted with five materials: forest floor, meadow, pebble shore, pond bed and a footpath. The pond is one flat face with the Water material that the banks of the terrain cut to shape. Next to the terrain stands one copy of each component, on a tag that’s hidden for the render.

The same view in SketchUp: the painted terrain and the pond, without any trees

Seven scatters, all with the terrain as their surface, fill it in. The material of each surface decides where the copies go:

ScatterMaterialsObjectsDensity per m²Follow Surface
Conifer forestForest floor3 pines, 3 firs0.030%
SaplingsForest floor, Meadow4 young pines and firs0.03510%
Ferns and deadwoodForest floor3 ferns, 2 dry branches1.380%
Meadow grassMeadow5 grass clumps, a fern4570%
Boulders and stumpsForest floor, Meadow6 mossy rocks, a boulder, a stump, a fallen trunk0.00690%
Shore pebblesPebble shore13 rocks and stones1.2100%
Pond bed stonesPond bed7 stones0.25100%

The trees stand upright on the slope, the rocks and stones follow it. Nothing is scattered on the footpath, so it stays clear without any extra work, and the copies on the bed of the pond show through the water.

Low over the pond: the stones on the bed show through the clear water, the forest reflects in it The clearing from above: the pond with its ring of pebbles, the meadow and the forest around it

The trees, saplings, ferns, grass, rocks, stumps and branches, the ground textures and the sky are CC0 assets from Poly Haven. The trees are reduced to about 60,000 to 130,000 triangles each to keep the SketchUp model light.

  • Every copy stays in the render, however far it is from the camera. Rayscaper doesn’t leave out copies in the distance.
  • The copies share the geometry of their component, so a million copies of a grass clump don’t need a million times its memory. Each copy still takes a little memory, so the memory grows with the number of copies and with the size of the components and their textures.
  • When a scene gets too heavy, lower Density per m² or Instance Limit, or use components with fewer triangles. The forest pond renders more than 230,000 copies.
  • For large scatters, the SketchUp preview shows only a part of the copies. The render always has all of them.
  • Scatters are saved with your SketchUp model, together with the other Rayscaper settings.
  • When you move or edit the surface, or edit a scattered component, the scatter updates.
  • The copies can’t be selected or edited one by one, and they aren’t part of the SketchUp model.
  • The pick tools of the render window (focus, material) see through the copies to what’s behind them.