Here is my features list :
Ability to control z offset and scale for each model
Distribution modes different from the standard one (like forest Dense, full, isle, scattered...)
Exclude areas, exclude objects
Clusters mode
Surface direction and slope range
I'll add to this:
1. Mappable distribution of each scattered object (within the same Corona scatter), with collision detection between different objects.
- Example: I want 4 different grass clump models in a scatter, but want finer control of how each clump is mapped within the scatter. Currently you'd have to create 4 different scatters, and collision detection won't work between the scatters. I've been fudging this using various masks and inverted masks, but it can get complicated quickly.
2. Better scatter object collision detection.
- Example: the generated convex hulls aren't great for items with complex geometry (trees with long branches e.t.c) when collision detection values are higher.
- Example: trying to densely pack the volume of a sphere with objects, whilst avoiding objects clipping the sphere or self intersecting.
3. The ability to delete/manually add objects to the scatter (after they have been scattered).
- Example: You like the general feel of the scattered items, but there's one pesky tree that's blocking your view - I want to remove just that one tree without affecting the rest of the scatter. Sure I could keep increasing the random seed value until I find a more suitable scatter distribution for the view, but that can often be quite tedious.
4. UV mappable colour/reflection control of scattered objects.
- Example: Creating patterned rugs easily. I want to tint certain rug fibers in the scatter with a colour in a well defined pattern.