--- title: "Variation" url: "https://help.maxon.net/c4d/en-us/Content/html/OMOGRAPH_FXSCATTER-MG_SURFACE_SCATTER_TRANSFORM_GROUP.html" section_path: "MoGraph > Generators > Scatter Object > Variation" element_id: "OMOGRAPH_FXSCATTER" group_id: "MG_SURFACE_SCATTER_TRANSFORM_GROUP" description: "These options all work on the same principle and allow you to modify the original positions, orientations, and sizes of the instances either randomly or …" --- ## Variation ## These options all work on the same principle and allow you to modify the original positions, orientations, and sizes of the instances either randomly or by assigning maps. > **Note:** By assigning a [Scatter Tag](https://help.maxon.net/c4d/en-us/Content/html/TFXSCATTEROVERRIDE.html.md) to the distributed objects, these variations can be specifically suppressed on a per-object basis or overridden with other values. ![Image: subgroup.gif](https://help.maxon.net/c4d/en-us/Content/Resources/Images/subgroup.gif)\ Alignment ### Align To Nomal Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_ALIGNMENT_TONORMAL` · Range: [0..100%] This affects the orientation of the Y-axis of the instances.\ The percentage value allows for a smooth transition between the global axis direction selected under **Direction** and the respective surface normal at the instances' positions. Placed plants typically align perpendicular to gravity and therefore do not need to be aligned perpendicular to the terrain. In these cases, the combination of 0% for **Align To Normal** and *+Y* for **Direction** should be the correct setting. ### Direction Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_ALIGNMENT_DIRECTION` Here, you select the global axis direction that the placed instances should use as a reference for their orientation. ### Object Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_ALIGNMENT_OBJECT` Optionally, the alignment of the instances can also be based on the position of an object assigned here. ![Image: subgroup.gif](https://help.maxon.net/c4d/en-us/Content/Resources/Images/subgroup.gif)\ Look At This setting group can affect the rotation of instances around their Y-axis in order to align the instances' Z-axis as desired. This is particularly useful when working with billboards—that is, simple polygons or planes that use a material that must remain as directly facing the camera as possible. This allows you to use photos of people or even trees as instances while conserving memory. ### Influence Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_LOOKAT_INFLUENCE` · Range: [0..100%] This percentage value simply describes how strongly the instances should be influenced when aligning the Z-axis. To see an effect, you must either assign an **Look At** object or enable the **Active Camera** option so that the instances react to the viewer's position. This should be particularly helpful when using billboard objects as instances. ### Look At Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_LOOKAT_OBJECT` Here, you can link to an object whose position is used to determine the rotation of the instances around their Y-axis. The instances are then rotated so that their Z-directions point as closely as possible toward the position of this **Look At** object. The intensity of this alignment is controlled by the **Influence** setting. ### Active Camera Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_LOOKAT_CAMERA` Enabling this option automatically rotates the instances around their Y-axis so that their Z-axis points toward the active camera. Keep in mind that the **Influence** value determines the strength of this alignment. ![Image: subgroup.gif](https://help.maxon.net/c4d/en-us/Content/Resources/Images/subgroup.gif)\ Position These settings allow you to adjust the original position of the instances. ### Enable Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_POSITION_ENABLE` Select this option if you want to adjust the instance's positions manually or randomly. ### Offset Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_POSITION_OFFSET` · Range: [XYZ m] The offset specified here is used identically for all instances. This can help, for example, to sink all instances evenly into the ground. ### Random Min Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_POSITION_MIN` · Range: [XYZ m] ### Random Max Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_POSITION_MAX` · Range: [XYZ m] ### Bias Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_POSITION_BIAS` · Range: [0..100%] These settings control the random variation in instance offsets. **Random Min** specifies the smallest offset that will be generated, and **Random Max** specifies the largest possible offset.\ The **Bias** value controls which of these settings the random calculation should favor. The default setting of 50% ensures balanced results, with the entire range between **Random Min** and **Random Max** occurring evenly. ### Vertex Map Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_POSITION_MAP` Using a vertex map linked here — which is based on a surface object — you can control the intensity of the random offsets along the surface. Only in areas vertex map weighted with 1.0 is the full random value used for the displacement. Areas with a weight of 0 within the vertex map receive no random offset at all. Please note that the vertex map only affects the random displacements. The general displacement of the instances, set via the **Offset** value, remains fully intact. ![Image: subgroup.gif](https://help.maxon.net/c4d/en-us/Content/Resources/Images/subgroup.gif)\ Rotation These settings allow you to adjust the original rotation of the instances. ### Enable Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_ROTATION_ENABLE` Select this option if you want to adjust the instance's rotations manually or randomly. ### Offset Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_ROTATION_OFFSET` · Range: [HBP °] The offset specified here is used identically for all instances. For example, this can help correct misaligned axis systems in the objects used for instantiation. ### Random Min Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_ROTATION_MIN` · Range: [HBP °] ### Random Max Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_ROTATION_MAX` · Range: [HBP °] ### Bias Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_ROTATION_BIAS` · Range: [0..100%] These settings control the random variation in instance rotations. **Random Min** specifies the smallest rotation offset that will be generated, and **Random Max** specifies the largest possible rotation offset.\ The **Bias** value controls which of these settings the random calculation should favor. The default setting of 50% ensures balanced results, with the entire range between **Random Min** and **Random Max** occurring evenly. ### Vertex Map Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_ROTATION_MAP` Using a vertex map linked here — which is based on a surface object — you can control the intensity of the random rotations along the surface. Only in areas vertex map weighted with 1.0 is the full random value used for the rotation. Areas with a weight of 0 within the vertex map receive no random rotation at all. Please note that the vertex map only affects the random rotations. The general rotation of the instances, set via the **Offset** value, remains fully intact. ![Image: subgroup.gif](https://help.maxon.net/c4d/en-us/Content/Resources/Images/subgroup.gif)\ Scale These settings allow you to adjust the original scale of the instances. ### Enable Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_SCALE_ENABLE` Select this option if you want to adjust the instance's scale manually or randomly. ### Global Offset Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_SCALE_GLOBAL_OFFSET` Activate this for uniform random scaling. If this option is disabled, all three axes can be scaled independently of one another. ### Relative Offset Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_SCALE_RELATIVE_OFFSET` · Range: [XYZ %] The scaling correction specified here is applied identically to all instances. The percentages refer to changes relative to the original sizes of the instantiated objects. ### Global Random Min Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_SCALE_GLOBAL_MIN` · Range: [-∞..+∞%] ### Global Random Max Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_SCALE_GLOBAL_MAX` · Range: [-∞..+∞%] ### Bias Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_SCALE_BIAS` · Range: [0..100%] These settings control the random variation in instance scales. **Random Min** specifies the smallest scale offset that will be generated, and **Random Max** specifies the largest possible scale offset.\ The **Bias** value controls which of these settings the random calculation should favor. The default setting of 50% ensures balanced results, with the entire range between **Random Min** and **Random Max** occurring evenly.\ When the **Global Offset** option is enabled, the instances are automatically scaled uniformly along all axes. Otherwise, you can specify individual values for all three axes. ### Vertex Map Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_SCALE_MAP` Using a vertex map linked here — which is based on a surface object — you can control the intensity of the random scaling along the surface. Only in areas vertex map weighted with 1.0 is the full random value used for the scaling. Areas with a weight of 0 within the vertex map receive no random scaling at all. Please note that the vertex map only affects the random scaling. The general scaling of the instances, set via the **Relative Offset** value, remains fully intact. ![Image: subgroup.gif](https://help.maxon.net/c4d/en-us/Content/Resources/Images/subgroup.gif)\ Color By default, the placed instances use the same materials as the objects grouped under the *Scatter* object. However, if you use objects there that have not been assigned materials, you can assign a uniform or randomly varied color to the instances in this section. These colors are also used for the *Point* and *Bounding Box* representations, which you can select in the **Viewport Mode** within the *Scatter* object’s *Distribution* settings. ### Enable Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_COLOR_ENABLE` Enabling this option gives you access to the color settings for the instances. Please note that assigned materials always take precedence. Only distributed objects that do not have their own materials can be affected by these color options. ### Base Color Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_COLOR_BASE` This is the general color that is applied to all instances. The same color is also used for the *Points* and *Bounding Box* viewport displays that can be activated in the *Distribution* settings. ### Hue Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_COLOR_VARIATION_HUE` · Range: [HBP °] Here you can specify a random minimum and maximum deviation for the **Base Color**. The color saturation and brightness remain unchanged. ### Saturation Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_COLOR_VARIATION_SATURATION` · Range: [XYZ %] Here you can specify a random minimum and maximum deviation for the saturation of the **Base Color**. ### Value Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_COLOR_VARIATION_VALUE` · Range: [XYZ %] Here you can specify a random minimum and maximum deviation for the brightness of the **Base Color**. ### Seed Parameter ID: `MG_SURFACE_SCATTER_TRANSFORM_COLOR_VARIATION_SEED` · Range: [-2147483648..2147483647] The random variation in the hue, saturation, and brightness of the **Base Color** is based on this seed value. Changing the **Seed** therefore also results in new random color distributions across the instances.