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Scatter is out next week! [$]


DB3D writes:

Hello everyone.

I'm happy to say that Scatter, a new addon that aim at revolutionize the current scattering workflow of blender 2.8, is out the 29 november (Next Friday !) during Blender Market sales !


  • One click to set up photorealistic biomes (tons of biomes are bundled with the addon)
  • One click to set up particle-systems based on different types of presets.
  • A brand new proxy system.
  • Camera clipping/culling optimization.
  • Easy paths creation with bezier-curves.
  • An easy multilayer painting workflow.
  • An Efficient and easy to access tweaking tab (featuring particles per m²/km²)
  • An advance (batch) automatisation workflow.
  • Security features that prevent you from crashing your session.
  • A series of youtube tutorials.

For more infos check out the Scatter Blender Artists main thread and my Twitter account.

About Author

Dorian Borremans

CG artist + addon dev


    • Thanks!!!
      Nope. not at all. i talk about this in the FAQ, i'm working on it right now:

      >Question 5:
      > "But particles node is right around the corner."

      Don't expect to use particles node for scattering. Particles node are designed for motion graphics, for doing explosion, fireworks, vfx.. ect..
      (you can see this by yourself and take a look on the official Particles nodes devtalk thread)
      For sure they CAN be used for scattering, but there's WILL be a lot of features missing.

      Also particles node are a replacement for particles "emitter". There's two types of particles systems in blender: "emitter" and "hair". Nothing has been planned for replacing the "Hair" system yet. Scatter use "Hair" of course. Emitter is a wrong choice for scattering things.

      >Question 6:
      >What is the future of this addon ?

      To be frank, i hope that the blender foundation will one day create us a proper scattering solution.
      Scattering is something really important and should be taken more seriously by the foundation.

      Things like Camera clipping, a proper proxy system, particles density, particles bounding boxes collision and clean border, distribute by elevation, distribute by slope, need to be implemented officially in C++. my addon is only but Python.

  1. Great! I have been waiting for a good scattering solution, akin to Clarisse or Forest Pack, even on a limited level. I have a few questions:
    a) what will be the price tag? (can't find info on that)
    b) can you use distribution / splat maps for scattering stuff?
    c) how flexible is this? My imagined proper scattering workflow is that I create a set of layers with points, which have encoded meaning (obj id / obj size / obj rotation / etc.), which can be easily re-bound to whatever input content I want at any time, and the output is instantiated at render time (or at least can be only at render time).
    d) is there a roadmap somewhere?

  2. Just bought the add-on. At first glance it looks and works great. But how can I set up the proxy so I can see the proxies (boxes) in the Solid Mode and preview (grass) in Rendered Mode. Now, I see or boxes in both modes or preview in both mode...

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