Stochastic Scatter
The Weighted Randomizer. Generates points by performing a per-tile random roll against an input weight map. High-weight areas produce more points, while low-weight areas produce fewer.
Ports
| Port | Type | Description |
|---|---|---|
| Weights | Float | The weight map (0.0 to 1.0) controlling the probability of point generation. |
| Points | Point List | The resulting list of scattered coordinates. |
Details
Stochastic Scatter is the fastest way to generate a large number of points. It evaluates every tile independently, making it highly efficient for "carpet" effects where overlap is acceptable or where points will be pruned later.
Parameters
- Threshold: The minimum weight required before a tile is even considered for a roll.
- Point Count: If set to a value greater than 0, the node will randomly prune the final list to match this exact count.
Potential Use Cases
- Grass Placement: Use a "Meadow Weight" map (generated by noise) as the input. The grass will naturally appear thicker in high-weight areas and thinner at the edges.
- Starfields/Particles: Fill a map with a constant low weight (e.g., 0.01) to generate a sparse, uniform field of points across the entire scene.
- Dust/Grit: Use a noise mask with high frequency to generate tiny clusters of debris in the corners of rooms.
Float
Point List