# Add Sand

To further polish our terrain, we now move on to [Simulation Layers](https://docs.world-creator.com/reference/terrain/simulation-layers). Simulation Layers provide high quality physical simulations such as [Sand](https://docs.world-creator.com/reference/terrain/simulation-layers/sand), [Fluid](https://docs.world-creator.com/reference/terrain/simulation-layers/fluid), [Snow ](https://docs.world-creator.com/reference/terrain/simulation-layers/snow)or [Debris ](https://docs.world-creator.com/reference/terrain/simulation-layers/debris)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="https://2837684122-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FM6zsxw2jbMYEZbKqEwpa%2Fuploads%2FI6JDb1kVcM5xZqcjEyOH%2Fwalkthrough_sand_01.webp?alt=media&#x26;token=354ba65f-ac5d-41a2-8bea-cc588cbd537a" alt=""><figcaption></figcaption></figure> <figure><img src="https://2837684122-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FM6zsxw2jbMYEZbKqEwpa%2Fuploads%2FIFujAGkzhKnGqNlTa5a8%2Fwalkthrough_sand_02.webp?alt=media&#x26;token=82ed1491-6ebf-4349-b8a1-0c33e9db2d57" 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](https://docs.world-creator.com/reference/terrain/distributions/layer/simulation) that references the sand layer.

<figure><img src="https://2837684122-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FM6zsxw2jbMYEZbKqEwpa%2Fuploads%2Fp3KkVv1HzvCzFfAi7cZc%2Fwalkthrough_sand_03.webp?alt=media&#x26;token=6f12e946-5156-45d0-857d-9ea2352b6128" 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="https://2837684122-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FM6zsxw2jbMYEZbKqEwpa%2Fuploads%2F24zGGAKl8naBInBVOBTT%2Fwalkthrough_sand_04.webp?alt=media&#x26;token=eaab5e11-2dbb-4c61-9a8b-a252ed158a46" alt=""><figcaption><p>Dark Sand</p></figcaption></figure> <figure><img src="https://2837684122-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FM6zsxw2jbMYEZbKqEwpa%2Fuploads%2FQoCVYnmMIFA8K7Je5BUX%2Fwalkthrough_sand_05.webp?alt=media&#x26;token=a88c73a2-e448-4d90-bba7-fdfe1575d69c" alt=""><figcaption><p>Dark Sand Material</p></figcaption></figure></div>
