We're planning another scatter UI & behavior brainstorming session for today. If you could describe the benefits and drawbacks of both solutions from your point of view (and anything else in scatter you find less than intuitive), that would be incredibly helpful.
Well, now every scattering type has its own count controls and in case of 3D and 2D random, those controls doubles each other. In previous version there was single control that ruled them all and unless i'm missing something, it perfectly did its job. I don't know, maybe for newcomers old count control version may have been not very intuitive at first, but new version is confusing even for experienced user, IMHO. Maybe there was some limitations with old system that was impossible to overcome, that i'm not aware of? Otherwise, i can't see resons for those changes.
P.S. i hope you will consider Rawalanches proposal about viewport display changes as well in your meeting.
Thanks for your input. The problem with the original way was that the count spinner doubled as max count/limit when scattering by density and as count otherwise. It was a bit confusing when the density checkbox was located far away from this spinner.
The new way is that the limit is something that you shouldn't have to touch, it's just a sanity check to limit the max count of instances when playing with the density settings/UV spacing/whatever. I agree that it was a bit confusing for the experienced user. We'll probably try to move the limit spinner somewhere else, since it's something you shouldn't have the need to touch anyway and it doesn't make sense for such control to occupy premium space at the beginning.
Rawa was part of this meeting and I guess you are talking about his proposal to have the viewport limit as "max number of instances" instead of percentage, right? He's been pushing this idea for a few UI sessions already and we totally agree :) I'm always confused when scattering just a few instances that there is nothing in the viewport. Hopefully there will be time to change that before 1.6 release.