Funcionamento dos protocolos administrativo e judiciário: segunda a sexta, das 11h às 19h.
Horário de funcionamento de outros serviços e mais informações
By utilizing the distance-to-edge attribute, an effect can progressively scale down instances near the perimeter of your scattering zone. This creates soft, realistic transitions for forest edges, fields, and lawns.
I can provide a step-by-step walkthrough or tailor a custom script snippet for your exact setup. Share public link
If you want scattered items to shrink as they get closer to a specific dummy object in your scene, the expression looks similar to this:
Assign any required parameters (such as picking the target object from your scene).
This effect reads the RGB values of a bitmap applied to the underlying surface. It then applies those exact color tones to the scattered instances, helping your grass perfectly match the variations of your ground texture. Item 4: Move on Z by Map
Effects are calculated at render time or dynamically in the viewport, keeping file sizes exceptionally small.
When scattering trees on steep cliffs, tilting them completely parallel to the surface normal looks unnatural. This effect scales down or straightens trees that are leaning too far, mimicking how real vegetation fights gravity to grow upward. Item 2: Collision Avoidance and Push
: A boolean (true/false) toggle to hide or show specific clones.
Adjust the available parameters (such as distance, falloff, or scale limits) directly in the UI. Writing Custom Expressions: The Basics