Skip to content

Scatter

The Scatter tool (B) paints trees, rocks and grass onto surfaces you choose, so you can cover a hillside in seconds instead of placing every model by hand. The sea island tutorial walks through a full setup.

Painting a band of forest across an island with the Scatter tool

Scatter sets

Everything you scatter lives in a scatter set on its own layer, for example one set for trees and one for grass. Press B and the Scatter panel opens on the right, with a card for every model in the active set.

The Scatter panel with the bushes set active: the set menu, +, Preset, Rename and a card per model

To Do this
Start an empty set + next to the set menu
Start from a preset Preset, then pick one of the ten built-in sets
Add models Drag them in from the Models panel, or Add models…. Add selected props takes the models of the selected entities
Stop painting one model Untick paint on its card. What it already placed stays
Tune a model Click the arrow at the right of its card

The Preset menu open with forest, pines, mixed woodland, detailed forest, low-poly trees, bushes, undergrowth, rocks, boulders and grass, rocks hovered

The rocks, boulders, grass, undergrowth and low-poly trees presets use Blockbench models built into the editor. Picking one adds the models it needs to res://trenchdot/nature, offline. The forest, pines, mixed woodland, detailed forest and bushes presets use the glTF trees and bushes of the nature pack, a download of about 23 MB. In a project without it, picking one of those opens Godot > Add Content to Project… on the nature models instead of making a set whose models are missing. Terrain > Scatter > Install Nature Models…, or Install Nature Models… at the bottom of the panel, opens it too. Files already in the project are never overwritten.

Model cards

Open a card with its arrow to tune that one model.

An opened card for bush_round with Scale, Spacing, Align, Tilt, Sink, Random yaw and Material

Card setting What it does
weight How often this model is picked compared to the others in the set
Scale A random size between the two values
Spacing The smallest distance in map units to any other instance
Align 0 stands the model upright, 1 tilts it to follow the surface
Tilt The largest random lean in degrees
Sink How far the model is pushed into the ground, to hide the bottom of a trunk or rock
Random yaw Turns each instance to a random direction
Material Drawn instead of the model's own materials. Left empty, the set's material applies, if it has one

Targets

A set only lands on its targets, so a forest painted on a terrain never covers the house on it. Alt+click in a view, or click the eyedropper at the right of Targets and then click in a view, to add or remove a target. A set without targets takes whatever its first stroke lands on. Another set can be a target too, which is how grass grows on boulders.

The Targets section of the Scatter panel with the terrain as its target, the eyedropper at the top right

Ticking Follow cursor ignores the targets and paints on any surface or scattered prop under the brush.

Painting

The quick settings sit in the tool options bar at the top left: the set, Paint or Erase, radius, density, max slope, Follow cursor, the eyedropper and Fill. Scatter Panel brings the panel back if you closed it.

The Scatter tool's options bar with the bushes set, Paint, radius 900 u, density 1.00 and max slope 40°

Input Action
Left drag Paint
Shift+left drag Erase, from the active set only
Ctrl+wheel Resize the brush
Fill Targets Cover every target in one go, within the slope and height limits

The Brush section of the panel holds the rest.

The Brush section of the Scatter panel: Radius, Density, Slope, Height, Falloff, Exposed only, Erase amount, Seed, Output and the checkboxes under them

Density is how many placements the brush tries per 64 by 64 units, and each model's spacing limits how many actually fit. Exposed only skips points with geometry above them, which keeps grass out from under balconies and roofs. Keep spacing to other sets, on by default, stops a bush growing through another set's trunk.

In Godot

A set's Kind decides what Godot builds.

Kind Built as
props MultiMeshes with collision and shadows. Models whose scenes carry scripts are instanced one by one so the scripts run
foliage MultiMeshes without collision or shadows, hidden beyond 2400 units by default. Meant for grass and small plants

Select the set in the Outliner and its Collision row in the Inspector picks the shape each instance collides with. New props sets start on convex and foliage sets on none.

Collision Shape per instance
none No collision
box One box around the instance
convex One convex hull around the instance
decomposition Several convex hulls that follow concave models, such as an arch, slower to build
trimesh Every face of the model, exact but the most expensive

When you need to edit single props, To Entities at the bottom of the Scatter panel, or Terrain > Scatter > Scatter Sets to Entities for the selected sets, replaces a set with one prop_model entity per instance.

The bottom of the Scatter panel with Kind, Paint, Erase, Fill Targets, Clear Instances, To Entities and Install Nature Models…