This distributor node generates new pathlines from the surface of any object, and can be used to model grasses or other plants growing from certain surfaces.
Click this, and then select an object in the viewport to be used for starting paths.
Displays the name of the picked object.
Allows to specify the distribution principle on the object surface.
The start occurs evenly among faces. Within the same face, the choice of the start position occurs randomly.
The choice of the starting point occurs randomly on all the surface of the object.
The distribution occurs randomly from the visible edges of the object.
The distribution occurs from the vertices of the object.
When on, the distribution will occur from the selected sub-objects only.
The type of path formation you specify determines the type of sub-object geometry used, as follows:
The right connector allows to get the current level value for each starting line.
This value can be passed directly to any parameter, or through an influencing node, such as Affect or Math nodes.
In this case, as influencing parameter will be used the texture assigned in the Factor map in the Affect node parameters. White areas of the texture will give the Factor value of 1.0, the dark - will give a value of 0.0.
For more information, see Example of using Parameter: Surface.
Specifies the number of starting paths on the area, which is equal to Unit Calc * Unit Calc in the Preference Parameters rollout.
Allows to use the vertex colors as part of the distribution density. Where white color is used, the density will reach a value of Density, where black color is used, the density will be zero. Accordingly, it is possible to use the standard VertexPaint modifier to draw on the surface, specifying the place where paths appear.
Specifies the channel number.
Allows to use Red/Green/Blue sub-channels of the Vertex Color.
This button allows to use texture as density. Note that the density will be equal to Density parameter in areas with white texture.
The right connector allows to connect the UVW node.
Specifies the channel to be used in the density map.
Click this, and then select an object in the viewport to be used as target object to calculate the distance from this object to the starting points.
Displays the name of the picked object.
The right connector allows to get the current value of the distance between starting points and target object.
This value can be passed directly to any parameter, or through an influencing node, such as Affect or Math nodes.
For more information, see Example of using Parameter: Distance.
Evenly on Surface is on:
Random on Surface is on:
Along Visible Edges is on:
At All Vertices is on:
Use Selected SubObjects (example):
Texture Density (example):
Use Vertex Color (example):