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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.


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 itsself please refer to the info in the Gradient Material.


Results

base debrismore debris (>100 000 rocks)
masked area, 1 iterationsmasked area 50 iterationsmasked area 100 iterations
masked area 200 iterationsmasked area 300 iterations + collisionmasked area 300 iterations + no collision