vx1k wrote:
Thanks dude, I already knew about that little fix. I am looking for some insight as to why this issue occurs and if it's a glitch. Instead of just slapping a band-aid on it every time.
I suspect it's something like an interference pattern between the pseudo-random number generator, the number of duplicates, and the number of faces in the mesh, primarily on meshes with non-rectangular topology. If you play around with the numbers of duplicates or the numbers/positions of polygons in Scatter, you'll often see that they conform to the mesh structure more strongly for certain quantity ranges than others, and sometimes you can get these odd moire patterns in the distribution. With certain other quantities/ranges, the effect vanishes.
It's probably one of those things where the developer has to make a trade-off between speed/responsiveness and approaching "true" randomness. For many applications, the current system works fine and is plenty snappy. If you need to push it farther, like with a prairie full of grass seen from high altitude, you can introduce another layer of randomness with an effector, a texture map, etc.