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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 debris | more debris (>100 000 rocks) |
masked area, 1 iterations | masked area 50 iterations | masked area 100 iterations |
masked area 200 iterations | masked area 300 iterations + collision | masked area 300 iterations + no collision |