> For the complete documentation index, see [llms.txt](https://docs.world-creator.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.world-creator.com/reference/terrain/simulation-layers/debris.md).

# 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

{% embed url="<https://vimeo.com/1029716037>" %}
World Creator Guide
{% endembed %}

## Parameters

<table><thead><tr><th width="179.6998291015625">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Density</strong></td><td>The spawn density of debris on the terrain.</td></tr></tbody></table>

### Simulation

<table><thead><tr><th width="179.6998291015625">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Delta</strong></td><td>The time step delta of the simulation. Can be used to speed it up or slow it down (in relation to the iterations).</td></tr><tr><td><strong>Friction</strong></td><td>The amount of friction that will be applied to the debris.</td></tr><tr><td><strong>Acceleration</strong></td><td>How fast the elements accelerate on the terrain.</td></tr><tr><td><strong>Collision Bounce</strong></td><td>Controls the strength of the reaction when colliding with another particle.</td></tr></tbody></table>

### Shape

<table><thead><tr><th width="179.6998291015625">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Insert Level</strong></td><td>The level in which the simulated debris will be added to the terrain. Densities on levels above the insert level will be ignored!</td></tr><tr><td><strong>Shape</strong></td><td>Offers you a variety of different shapes, from imported textures and meshes to procedural 2d splats.</td></tr><tr><td><strong>Texture/Model</strong></td><td>Reference to your custom linked texture/model.</td></tr><tr><td><strong>Shape Detail Amp</strong></td><td>Noise scaling for the procedural shapes.</td></tr><tr><td><strong>Height</strong></td><td>Height multiplier for all rendered elements.</td></tr><tr><td><strong>Size</strong></td><td>Range of randomized size of all rendered elements. </td></tr><tr><td><strong>Rotation</strong></td><td>Range of randomized rotation of all rendered elements.</td></tr></tbody></table>

### Tint

<table><thead><tr><th width="179.6998291015625">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Gradient</strong></td><td>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 <a href="https://bitethebytes.freshdesk.com/en/support/solutions/articles/44002478305">Gradient Material</a>.</td></tr></tbody></table>

## Results

<div><figure><img src="/files/5vwi5VnkvdASGcUcnCDe" alt=""><figcaption></figcaption></figure> <figure><img src="/files/4ARYt5RdYcTnqaWN33YI" alt=""><figcaption></figcaption></figure></div>


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