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

World Creator 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 (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.

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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