SSmolak wrote:frankmci wrote:
Yes, but distribution of individual objects by noise doesn't work in Poisson compared to Surface mode like this :
Maybe we just have different expectations. This is what I get, and it's pretty much what I expect, too:
Are you expecting the shader to control the poisson density function itself, or are you expecting the shader to define the area where the poisson function is active?. I'm expecting the later. It would be great if scatter density worked like that, but I use a work-around, which is essentially using a black and white map with gradiated area sizes, like a half tone, and manipulate the Scatter settings accordingly. I'll try to add an example to this post later today.