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title: "Surface Scattering Rollout"
canonical: "https://documentation.chaos.com/space/VSKETCHUP/109792340/Surface%20Scattering%20Rollout"
format: markdown
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### **Example: Mode**

This example shows the difference between Random Distribution and UV Grid modes.






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#### **Example: Instances Count**

This example shows the exact instances count on a host object.




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#### **Example: Per Area**

The number of instances here is determined by the count combined with the size of the host's surface. The value specifies the length of the distribution area's side/edge.




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#### **Example: Density**

The Density determines the approximate count of instances based on texture input. Black color in the texture discards all instances in the respective area.




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### **Example: Pattern**

This example shows the different pattern types.



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### **Example: Spacing**

This example shows how the spacing parameter affects the distances between the Scatter guest objects.



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#### **Example: Jitter**

This is how Jitter affects the random placement of Scatter Guest objects. When set to 0, all instances are placed according to the UVW mapping. When set to 1, all instances are randomly placed.



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#### **Example: Offset by Single Axis** - V

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



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### **Example: Edge Trimming**



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#### **Example: Slope Limitation **

This is an example of how the slope limitations work.


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#### **Example: Color Map Mode**

This example shows the map used and the rendered result. 



### **Cluster Painting**

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#### **Workflow**

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