Overview
Places images (stamps) or dots along a path. Chains, button rows, street lamps, or clumps of grass—anything repeated along a line can be built in four modes: evenly spaced, sequential, random, or scattered.
- Version: 2
- Generator: yes (
is_generator: true)
Usage tips
- Its main strength is a small image connected to
stamp, such as a rivet, grass clump, or stone. With no connection, it places 1px dots. - Choose by use: chain or decoration →
Equal; line-drawing effect →Fill; natural distribution such as grass or stones →Scatter, with variants fromseed. Scatter+ a closed path +scatter_side: Insidescatters within a shape, such as flowers inside a grass patch.- For stamp variation, layer several PathArray nodes with different
seedvalues usingblend.
Common pitfalls
- Stamps are clipped: placement points lie on the path, but the canvas still needs
room for stamp dimensions. Check the rasterization canvas and
padding-like margins. - Start and end overlap on a closed path:
Equalavoids this automatically. If they still appear to overlap, count is too high and spacing is too tight. - Inside/Outside has no effect: an open subpath intentionally behaves like Both. Close the path.
- Temporarily place nothing:
count = 0is a valid empty result and can be used as a procedural on/off switch. - No valid Inside/Outside candidate exists: that placement is skipped instead
of silently returning to the path, and
scatter_sidereports a warning.
Placement modes
| Mode | Description |
|---|---|
| Equal | Divide the path evenly. Automatically avoids duplicate start/end points on a closed path |
| Fill | Use rasterized pixels in order. Set direction with fill_direction and skipping interval with fill_step |
| Random | Place at random path positions, reproducible by seed |
| Scatter | Distribute randomly around the path. Control deviation with spread and side with scatter_side: both / inside / outside. On open subpaths, Inside / Outside behave as Both |
Pixel-perfect mode
- On: place relative to the pixel-coordinate sequence rasterized by
rasterize_subpath. The same PP correction options as Path Stroke are available: diagonal/cardinal priority, corner removal/preservation, closed-path cross product, and removal side. - Off: adaptively flatten the mathematical Bézier curve and place by total arc
length.
Equaluses visually equal distances and only the final placement is rounded to pixels. Randomsamples uniformly along arc length.Scatteruses a disk whose radius isspread, so actual displacement never exceeds the configured distance.
Handling subpaths
Sub-path Scope = All- Place
countitems on each subpath using the same rule.
- Place
Sub-path Scope = Single- Place items only on the specified subpath.
- The upper limit of
sub_path_indexupdates in the UI to match the number of input subpaths.
Examples
Even placement
[BezierPath] → path → [PathArray(mode:Equal, count:10)] → [Preview]
Random scattering
[MultiPath] → path → [PathArray(mode:Scatter, count:20, spread:8, seed:42)] → [Preview]
Pixel-perfect placement
[BezierPath] → path → [PathArray(pixel_perfect:ON, pp_mode:RemoveCorner)] → [Preview]
Placing on only one path
[MultiPath] → path → [PathArray(sub_path_scope:Single, sub_path_index:1)] → [Preview]
Related nodes
mask_scatter— scatter in a mask area rather than along a pathpath_sample— extract numeric coordinates on a path instead of placing objectsregion_scatter— scatter with the region systempath_transform— adjust a path before placement