Kalua wrote:Does topology quality influence scatter distribution/concentration?
It depends on the distribution method.
- If you choose "Surface area" it will take into account the relative area of the polygons so it should generate instances uniformly over the surface independently of the topology, never multiple instances in the same place with empty space around like that.
- If you choose "Relative density" it will draw random locations in UV space, so maybe if some polygons are stretched/squeezed in UV space compared to world space it might result in unexpected distribution.
- If you choose "Vertex" and your polygons vertices are not welded together, it won't weld them, so you might get this kind of result if there are multiple vertices in the same location.
- If you choose "Polygon center" it will also of course be impacted by the topology.
There is no push-apart or collision radius to isolate instances from each other at the moment, so you will get intersecting instances if the density is high enough. It shouldn't be as extreme as in the screenshot though, especially when there is empty space around.
edit to add: for "Relative density", it also doesn't work well when there are overlapping triangles in UV space.