# Distribution Types

• Array - manually position duplicates.

• Position - set the position of a duplicate [x,y]. Index (0): Position sets the position of the first duplicate, (1): Position sets the second etc.

The Array distribution type will include viewport tools to allow interactive positioning in the future. You could of course connect some Nulls in the meantime 😉 .

• Circle

• Count - set the number of duplicated shapes.

• Radius - set the radius of the circle the shapes are distributed on.

• Length - set the distance along the circle the shapes are distributed along.

• Use Rotation - align the duplicated shapes along the normals of the circle.

• Flip - reverse the direction of the circle.

• Custom

• Input Distribution - something for the future (although can currently accept existing distribution types)

• Fibonacci

• Count - set the number of duplicated shapes.

• Angle - set the amount the spiral rotates.

• Grid

• Count - set the number of duplicated shapes [x,y].

• Size - set the size of the grid [x,y].

• Pattern Offset - set a value to offset every other row/column. [x,y].

• Size Mode:

• Fit - distribute shapes within the Size values.

• Gap - the Size values determine the gap between each shape’s centre.

• Linear

• Count - set the number of duplicated shapes.

• Size - set the length of the line they are distributed along.

• Direction:

• Horizontal - distribute shapes horizontally.

• Vertical - distribute shapes vertically.

• Size Mode:

• Fit - distribute shapes within the Size values.

• Gap - the Size values determine the gap between each shape’s centre.

• Input Distribution - select a Distribution Type

• Distribution Masks - connect Shapes to mask the points created by the Distribution Type.

• Math

• Path

• Count Mode:

• Per Shape - distribute shapes along the entire shape. For example, if you used a Duplicator as your Input Shape, the value in Count would be distributed evenly across the entire Shape.

• Per Sub-Mesh - distribute shapes along each sub-mesh. For example, if you used a Duplicator as your Input Shape, the value in Count would be distributed evenly across each Sub Mesh resulting in a total of`[Count] x [the Count of the Input Shape]` Shapes.

• Per Contour - distribute shapes across each contour. For example, if you used a path you had created with the Pencil containing more than one line (contour) as your Input Shape, the value in Count would be distributed evenly across each of those contours.

• Count - set the number of duplicated shapes per [Count Mode].

• Input Shape - add the Shape to distribute shapes along.

• Travel - move your shapes along a percentage of the Input Shape’s length.

• Length - set the length of the path that will be used (1 = full length).

• Use Rotation - align the duplicated shapes along the normals of the path.

• Flip - reverse the direction of the path.

• Offset - offset shapes around the path.

• Point

• Count - set the number of duplicated shapes.

• Random

• Shape - set the shape to distribute within.

• Size - set the size for the Shape.

• Count - set the number of duplicated shapes.

• Seed - set the random seed.

• Use Probability - include/remove points based on a Probability value.

• Probability - the higher the number the more likely it will return 'true'. For example, if you connected a Material Sampler with a greyscale image or gradient then more points would be scattered in the lighter areas.

• Threshold - set clip values [low, high]. Any Probability values outside of this threshold are skipped.

• Relax - when checked, the shapes will try to move away from each other.

• Relax Distance - set the distance the shapes are trying to move away from each other.

• Max Iterations - set how many times the relax algorithm is run. A higher number is more accurate but slower.

• Keep Shape - when checked any shapes positioned outside of the Size parameters will be culled.

• Count - set the number of duplicated shapes.

• Seed - a mathematical rose can be thought of as a drawing machine. The X and Y values represent the radii for each gear of such a machine.

• Length - a distance along the rose shape (1 is full distance).

• Shape Edges

• Distribution Shape - add the path to distribute shapes along.

• Use Rotation - align the duplicated shapes along the normals of the Distribution Shape.

• Fill All - distribute a Shape on every edge of the Distribution Shape.

• Count - set the number of duplicated shapes.

• Edge Bias - move your Shape along the edge's length.

• Shape Points

• Distribution Shape - add the path to distribute shapes along.

• Fill All - distribute a Shape on every point of the Distribution Shape.

• Count - set the number of duplicated shapes.

• Sub-Mesh

• Input Shape - connect a sub mesh (Duplicator, Type) to place shapes on to.

• Fill All - automatically set the Count to the number of sub meshes.

• Count - set the number of duplicated shapes.

• Scale To Fit - scale each duplicated shapes to the size of the sub meshes.

• Scale Multiplier - scale all duplicated shapes.

• Keep Aspect Ratio - when scaling, maintain the aspect ratio of the Input Shape(s).

• Ignore Empty Sub Meshes -

• Voxelize

• Input Path - set the shape(s) to be voxelized.

• Size - set the size of a voxel

• Screen Space - when checked the entire screen is voxelized with the Input Path being used as a ‘clipping mask’. The Input Path can then travel through the voxelized space.