Your distribution can look sloppy when we try to scatter trash, for instance: its either all objects aligned to the bottom pivot or if I use center pivot with 360 rotation on all axis half of object bodies are inside a terrain. By adding PhysX (to detect a proper collision) and random 360 rotation all itoo objects should perfectly lay on the ground and be very randomized.
Hopefully I explained it right.
In the image attached the bottle is half way into the ground. By using PhysX (ty flow system) instead of pivot this bottle could've had so many scattering options and we would not have to worry about bottle penetrating terrain but at the same time have more random scattering. And no reliance on pivots only