Simulation Rules
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Intro
Let rules drive variation — scatter, noise, and distribute points so scenes feel alive without manual placement.
Why It Matters
Procedural rules scale atlas work. Simulation in Blender is Distribute Points and Noise; in Gaea it is erosion; in TouchDesigner it is feedback loops. One grammar, many engines.
Leaf Meaning
Procedural rules that evolve geometry — scatter, noise, volumes, and repeat zones for living atlas scenes.
Blender Examples
- Distribute Points on Faces — scatter grass cards or building anchors on terrain.
- Random Value + Noise Texture — jitter instance scale and rotation.
- Simulation nodes — repeat zones for iterative growth patterns.
Cross-Tool Examples
| Tool | Example |
|---|---|
| Blender | Simulation nodes, Distribute Points, Noise — rule-driven scatter. |
| Houdini | DOP networks, Vellum, and procedural growth rules. |
| TouchDesigner | Feedback loops and noise-driven generative networks. |
| Gaea | Erosion, river, and thermal simulation on terrain. |
| Atlas Logos | Procedural city scatter and landscape variation rules. |
Atlas Logos Use
Scatter wilderness grass along Galilee slopes, vary building heights with noise on ancient city grids, and rule-drive route marker density.
Required Nodes
Related Projects
Practice Task
Scatter points on a terrain mesh with Distribute Points on Faces, jitter with Noise Texture, and instance grass cards.
Open guided practice → Checklist
- Prepare a terrain or face grid as scatter target
- Add Distribute Points on Faces with controlled density
- Feed Random Value or Noise into instance scale or rotation
- Instance geometry on points without duplicating mesh data
- Adjust rules until variation reads naturally in viewport