# Add Sand

To further polish our terrain, we now move on to [Simulation Layers](/reference/terrain/simulation-layers.md). Simulation Layers provide high quality physical simulations such as [Sand](/reference/terrain/simulation-layers/sand.md), [Fluid](/reference/terrain/simulation-layers/fluid.md), [Snow ](/reference/terrain/simulation-layers/snow.md)or [Debris ](/reference/terrain/simulation-layers/debris.md)that work with simulated material on top of the filter stack. Since we want to create a desert canyon, we will use the sand simulation first.

After adding the Sand layer, click **Edit** and mask out the area where the sand will spawn. By default, each simulation layer comes with its own paintable mask.

<div><figure><img src="/files/zP4djBbjl8bUhGLjFbAW" alt=""><figcaption></figcaption></figure> <figure><img src="/files/JajeYmNXiZ2juTD6teYK" alt=""><figcaption><p>Sand Mask</p></figcaption></figure></div>

To texture our sand we create a new material, give it a sand like colour and drag the sand simulation layer into its distribution stack. This creates a [simulation layer distribution](/reference/terrain/distributions/layer/simulation.md) that references the sand layer.

<figure><img src="/files/670nEK8bxFGCmigu3nk3" alt=""><figcaption><p>Sand Material</p></figcaption></figure>

To further enhance the scene we then add a second sand simulation using a darker material. This time we do not mask it, instead we reduce the **Spawn Amount,** which then results in a nice global fade effect.

<div><figure><img src="/files/Kh36qr2iNcHLit3FKCNb" alt=""><figcaption><p>Dark Sand</p></figcaption></figure> <figure><img src="/files/Nzt0vW843B8jBHAzfMCk" alt=""><figcaption><p>Dark Sand Material</p></figcaption></figure></div>


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