
3: Creating Natural Scatter Patterns with Geometry Nodes
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I've been experimenting with scattering objects across a surface to create natural-looking environments. Here's how I managed to do it using geometry nodes.
Process
I started by creating a Grid Mesh to serve as the base surface. Then, I used the Distribute Points on Faces node to scatter points across the grid.
One powerful feature of the Distribute Points on Faces node is the Selection input. By controlling this, you can specify exactly where the points are distributed. For example, if you want rocks only at low altitudes, you can use a Position node connected to a Compare operation (like Greater Than or Less Than) to select areas based on their coordinates.
To add randomness and a natural feel, I connected a Noise Texture node to a Color Ramp node, which then fed into the Density Factor of the Distribute Points on Faces node. This allowed me to control the density of the points using texture patterns.
By tweaking the density values, minimum distance, and the number of vertices in the grid, I could achieve various scattering effects, making the distribution look more organic.
Nodes Used and Their Functions
- Grid Mesh: Creates a grid-shaped mesh.
- Distribute Points on Faces: Scatters points across the surface of a mesh.
- Position: Provides the coordinates of each point.
- Compare (Greater Than/Less Than): Compares values to create a selection.
- Noise Texture: Generates procedural noise patterns.
- Color Ramp: Maps colors to adjust the contrast or gradient.