Thank you,
@DanaTA for that info. For my purposes, because the Ecosystem script won't work in P12 (different Python version), and especially because the script will only work on that one flat circle terrain (Terradome 2), I think its usefulness has passed. Yes, I know that there are lots of morphs for Terradome 2, but morphing a flat disc distorts the UVs. If I can't scatter onto my own sculpted UV-unwrapped terrain, it's not of much use. It might be possible, if I bought Terradome 2, to figure out what the Ecosystem script looks for to verify the presence of Terradome 2, and replace that OBJ, e.g., with my own. To use that method, I would have to run the scatter script in P9-P10 (Pro2012-Pro2014), save the result, then re-open in P12 to finish the scene. I've done that with Particles 3. Set up and run the particles sim in P7, save the scene, then re-open the scene in P11. The animated particles were intact. You couldn't re-sim them, but you could use the P7 sim in P11.
If you find that Terradome 3 has the poly group
AZone or
Azone, please post to let us know.
@Ken1171 My workaround would have been to copy the terrain mesh in Silo, then delete polys where I didn't want the props scattered. After scattering, I'd delete the temporary cut-up terrain prop.
For your new Scatter Tool, I'd be quite happy with the "paint" method. I can think of situations wherein being able to use a image mask would be handy, so that would be a nice option, though certainly not necessary.