Debris
Last updated
Last updated
© 2025 BiteTheBytes GmbH
The Debris Simulation adds larger amounts of individual particles to your terrain using a physics simulation. The particles are spawned based on a density value per level step, unlike the other simulation layers. Gravity and interactions with each other affect them, creating a realistic distribution across the terrain.
Spawning debris on all levels allows for a greater variety of element sizes. This means that debris spawned on lower levels will be much larger than debris spawned on higher levels, creating a more natural ratio between large boulders and smaller pebbles.
Density The spawn density of debris on the terrain.
Delta The time step delta of the simulation. Can be used to speed it up or slow it down (in relation to the iterations).
Friction The amount of friction that will be applied to the debris.
Acceleration How fast the elements accelerate on the terrain.
Collision Bounce Controls the strength of the reaction when colliding with another particle.
Insert Level The level in which the simulated debris will be added to the terrain. Densities on levels above the insert level will be ignored!
Shape Offers you a variety of different shapes, from imported textures and meshes to procedural 2d splats.
Texture/Model Reference to your custom linked texture/model.
Shape Detail Amp (only procedural shapes) Noise scaling for the procedural shapes.
Height Height multiplier for all rendered elements.
Size Range of randomized size of all rendered elements.
Rotation Range of randomized rotation of all rendered elements.
Gradient Allows you to apply additional coloring to your distributed debris. To see this on your terrain you have to have a material with "Use Shape Layer Color" enabled. For more info on the gradient itself please refer to the info in the Gradient Material.