Debris
Overview
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.
Video Guide
Parameters
Density
The spawn density of debris on the terrain.
Simulation
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.
Shape
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
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.
Tint
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.
Results


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