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The Arnold Scatter object allows you to distribute millions of instances over a selected surface in an efficient way. You can specify the density (number of points per unit of area) or a total number of points on the surface, use vertex maps, or any C4D shaders (e.g., Bitmap, Noise, Gradient, etc.) to control the distribution. You can also utilize the power of Cinema's Effectors to create complex animations.
Info: A video that shows how to use the Arnold Scatter object can be found here.
Arnold Scatter uses the position of the object's pivot to position the object.

Instances are scattered over the specified polygon or spline surface. Multiple objects can be defined if they are grouped by a Null object. Object generators, such as Cloners, are also accepted.
Deformed spline objects are not supported.
Render Instances and Multi-Instances are not supported.
Volume surfaces are not supported.
You can limit instance distribution to vertices/edges/polygons defined by a Selection tag.
Select from the following distribution methods:
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| vertex | edge | polygon_center | surface |
Specifies how many instances are created over each edge. Available only in edge distribution mode.
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| 1 | 2 | 4 |
When enabled, instances are uniformly distributed over each edge. Otherwise, the distribution is random. Available only in edge distribution mode.
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| Disabled (default) | Enabled |
Select how to define the number of instances in Surface distribution mode.
Controls the density of instances over the surface in adaptive mode. 100% means 1 point per square unit. For instance, 10000 instances over a 100x100 cm Plane.
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| 10% | 50% | 100% (default) |
Controls how many instances are generated per surface area in adaptive mode. For instance, the default 1 cm setting means 1 point on each cm^2.
This is an optional strict limit on the number of instances to be generated in adaptive mode, to avoid fatal accidents, like generating billions or trillions of instances on a huge surface unintentionally, resulting in possible out of memory error.
When the number of points generated based on the density settings exceeds the given Max Points value, a message is displayed on the UI.

Controls distribution variations in Surface and Edge modes.
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| 1 (default) | 2 |
You can use any Cinema 4D shader (such as Bitmap, Noise, or Gradient) to control the density of instances in texture space via greyscale textures. Black spots mean no instances, white spots mean full density. The texture is used over the above distribution controls.
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| Shader texture | Objects scattered relative to shader texture |
When enabled, instances are pushed away based on the selected criteria.
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| push apart off | distance (1000 cm) | bounds |
Custom shape size can be defined via the Arnold Scatter Bounds vector type user parameter.

The minimum distance between instances when Push Apart is enabled. Two instances (two scattered points on the surface) can not be closer than this value.
Select the collision detection method in bounds mode.
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| box intersection | sphere intersection |
Allows you to move instances closer or further in bounds mode by scaling the bounds during collision detection.

Choose where the instances are defined. You can select any object from the scene (custom shapes) or use the child objects as instances.
You can use any shapes from the scene to render instances by selecting the shapes render mode and adding the shapes to this field.
If multiple shapes are instanced, this option specifies how shapes are assigned to instances.
number of shapes * shape offset. For example, if the scatter object instantiates five shapes, the first shape is in offset range [0 - 0.2], the second shape is in range (0.2 - 0.4], and so on.![]() |
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| sequential | random | blend | first | effector |
In the example below, the distribution of the shapes is affected by the shader effector (gradient).
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| Arnold Scatter Shape mode set to effectors. | Shader effector shader set to gradient |
By default shape instances are evenly distributed in random and blend modes. If enabled, a custom distribution can be specified.
Defines the amount of each shape instance when instancing with multiple shapes in random and blend modes.
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Different knot positions affect the distribution of instances
The knots of the widget define the distribution of shapes in order. For instance in the above example the first knot at 50% means that 50% of the instances will be Stone1 instances. The second knot at 80% means that 30% of the instances will be Stone2 instances. The remaining 20% will be Stone3 instances.
Instances are aligned to scattered surface points so that the pivot point of the instanced shape is placed on the surface by default. This option allows you to define custom alignment based on the shape's bounding box.
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| shape alignment turned off | shape alignment set to 'bottom' |
See the Geometry Parameters page for further details on common shape parameters.

Specifies the up vector (Y) of the instances. Possible options are:
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| +X | -X | +Y | -Y | +Z | -Z |
Specifies the direction (Z) where the instances look at. Possible options are:
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| axis | camera | center | target |
These settings allow you to add an offset or random variation to the position, scale, and rotation of the instances.
Use any Cinema 4D shader to control the offset in texture space. The grayscale texture acts as a multiplier over the specified offset.
Randomize the offset over the instances. 0% means no random variation, 100% means randomization in the full offset range.

Controls how the instances are displayed in the viewport.
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| dots | axes | bounding_box | wireframe | shaded |
Controls how many instances are displayed in the viewport by reducing the number of instances to the given percentage.
Scattered instances are displayed with the selected color in the viewport.
user_data_rgb shader, defined by Effectors or the source shape if no effectors are assigned.Specify the list of Effectors used to alternate the transformation and color of the instances.
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Step effector used to change size of scattered instances