Scatters objects in the terrain area, randomly creates new object positions. Usually it's the first generator that starts the objects nodes chain.
Probability - the chance to spawn an object at the current map pixel. The higher the pixel values in some of the map area - the more objects will be spawned there.
Output - scattered objects
Algorithm: determines the pattern objects are placed before randomizing:
Random: no pattern, pure random
Square Cells: objects are placed using square grid
Hex Cells: objects are placed using triangle (hex) grid
Algorithm: Random, Square Cells, Hex Cells
Density: the quantity of scattered objects per a square kilometer (100*100 units). Note that when using a probability map the final count is less than the value because of generator’s probability occlusion.
Density (terrain size is 500*500 meters): 10, 100, 1000
Uniformity: determines how evenly objects are distributed along the terrain.
When using square or hex cells algorithm this parameter determines objects offset range after they have been placed on terrain
Uniformity (square cells): 1, 0.7, 0.3
When using Random algorithm this parameter determines the number of iterations to find equidistant object position.
Note that using high Uniformity value with high objects count in Random mode can result in greatly increased generate time. Usually there's no point in using Uniformity more that 0.1 in this case. Consider switching to Square or Hex Cells mode when the objects count is <1000.
Uniformity (random cells): 1, 0.1, 0.001
Relax: pulling apart closely located objects after the random has been applied. Useful at low Uniformity values.
Relax: 0, 0.25, 0.5
Safe Borders: an offset from the chunk borders to prevent seams (for instance, when using Blob or Flatten with the scattered objects).