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title: "Surface Scattering"
canonical: "https://documentation.chaos.com/space/VMAYA/111739293/Surface%20Scattering"
format: markdown
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This page provides information about the Surface Scattering rollout of Chaos Scatter in Maya.


## **Surface Scattering Parameters**

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> Macro (anchor)



### Example: Distribution


This example compares the two distribution modes of the Surface Scattering.



## **Random Distribution**

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### **Example: Count**> Macro (anchor)




For this example, the **Per square **option is disabled.



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### **Example: Density**> Macro (anchor)




The Square Size in this example is 500 cm. It shows how different maps create patterns of instances on the surface.



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### **Example: Density Texture**> Macro (anchor)




Using a Density texture generates a brand new instance distribution. <span style="color: #1c1c1c">The total number of instances (approximate to the Count value) is preserved and distributed on all surfaces that correspond to map values above 0 (parts of the map not being purely black). Instances are more likely to be generated in areas with higher Density Texture values than darker ones.</span>


## **UV Map**

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### **Example: Pattern** > Macro (anchor)




This example shows the difference between the three Pattern options. The Spacing for all of them is set to 0.1.



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> Macro (anchor)



### Example: Jitter


In this example, the Pattern used is a rectangular Grid. 


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> Macro (anchor)



### Example: Offset by Single Axis


For this example, the Pattern is set to Grid. Here, the offset is applied to the V axis only (the Lock V option is disabled).



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## **Notes**

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- Density Texture and maps added to Translation, Rotation, and Size are not represented in the viewport.* For more information on texture interpolation, see the **[Texture Filter section](https://docs-chaos.atlassian.net/wiki/spaces/VMAYA/pages/111740032)**.*


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