Overview
Simulation layers provide a brand-new method to alter your terrain by utilizing extensive matter-based physics simulations for your World Creator terrains.
Each simulation layer is linked with a sediment layer, which stores the produced matter and upsamples it similarly to World Creator's base terrain with the level steps system. Then, each stage can continue to further simulate the sediment, providing the highest fidelity result at every resolution while also interacting with the filter system.
It's important to note that the area you set in the properties only refers to the spawning area. The simulation can go beyond the boundaries, allowing you to position sediment emitters on the terrain and let World Creator take care of the sediment's or fluid's realistic placement.
World Creator currently offers the following simulations:
Sand Simulation
This Sand Simulation simulates granular materials. It simulates the given matter with a particle-based system that moves the material from an unstable position downhill until a stable state is achieved and in the process fills up crevices and cracks.
sedimentation | painting sedimentation onto the terrain |
Fluid Simulation
The Fluid Simulation allows you to run a fluid simulation on your terrain in World Creator. Depending on the parameters it can be used to simulate basic water movement or other thicker liquids like lava. Additionally, it can be used to fill local depressions and thereby create lakes on your terrain which can then be textured with the Simulation Layer distribution.
fluid running down a mountain | the simulation creates lakes in natural depressions |
Snow Simulation
The Snow Simulation adds a thermal snow simulation to your terrain, that simulates snow downfall, melting, diffusion and avalanches.
snowy mountain peaks | strong snow over the whole terrain |
Debris Simulation
The Debris Simulation simulates larger particles on your terrain. Unlike most other simulation layers, it doesn't work with a set spawn amount that is inserted and then simulated, but instead adds a set number of elements at each level step (which also controls their size). Particles can be anything from procedural 2D splats to custom imported textures or even full 3D meshes.
debris simulation | dense debris simulation |
Next: Advanced Noises in World Creator