In most cases, everything works just fine for any area type. However, I mentioned
Spline Area(s) because even when using
Surface Area, the plug-in internally generates a virtual spline from the closed edges of the mesh. This virtual spline is used for several operations, including boundary checking, falloffs, and more. Sometimes—especially when there are issues in the surface topology (such as overlapping faces)—this virtual spline may not behave as expected, which can lead to problems like self-intersections. Using
Spline Areas gives you direct and precise control over these splines used in the distribution.
While detaching "stacked surfaces" is currently required when using the default
XY mode, this is not necessary when using the previously mentioned
UV mode. If you encounter any issues, please feel free to
send us your scene and we will be happy to take a look. Thanks in advance.
Best regards,