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![]() Plane/Volume_Geometry: the chosen object to scatter instances.ĭensity: Distribution value of instances, density is relative to the surface so if you raise or shrink it, the number of instances will follow. You can edit the emission surface or volume at will, as well the delete volume. Note: If you want an instance more frequently than others, duplicate it the appropriate number of times to increase its probability (so far, I can't make a proper node for this) and add it to the same collection. Then move up the selected instances you want into the Selected_Rocks or Selected_Debris collection. I have been using those rocks and debris many times for my sci-fi pictures.Ĭhoose your method (plane and volume are linked to their respective Geometry node setup, starting from a plane of volume is only about the result you want to achieve, the node tree is almost the same. Since the simulation nodes are coming soon with Blender 3.5, I let it be like that. It's not animation ready, although it is It might be possible : using the time function to add spin and drift to the instances. ![]() These setups are well suited for still pictures. The second may have a significant cost (I didn't test it further). The second includes the new added volume (voxels) functions. There are two models, quite similar trees: the first is a rather classical emission from a surface. ![]() A Blender scene with 2 geometry node setups to scatter instances in a 3D space. ![]() ![]() ![]()
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