When to Use It
Use Debris when you need simulates loose debris across the terrain surface to create broken rocky accumulation.
Visual Direction
Properties
| Debris | |
| Debris Amount | Controls how many individual rocks or debris pieces are emitted across the terrain. |
| Amount Multiplier | Scales the emitted debris amount globally without changing other parameters, allowing quick adjustment of overall density. |
| Scale | Controls the overall scale of debris elements, affecting their size relative to the terrain. |
| Friction | Determines how easily debris slides; higher values make debris stop sooner and form steeper piles. |
| Restitution | Controls energy loss on impact, affecting how far debris bounces or continues sliding after being emitted. |
| Size | Sets the overall size of the emitted rocks or debris pieces. |
| Height | Defines the vertical offset or emission height for debris release. |
| Seed | Randomization seed for generating varied debris distributions. |
| Shape | Determines the geometric style of debris elements, affecting their appearance. RoundedProduces smoother, rounded rock fragments. SharpProduces jagged, angular rock fragments. |
| Render Still Rocks | Enables rendering of non-moving debris that has settled on the terrain. |
| Distribution | Specifies how debris is distributed across the emission area. UniformEvenly spreads debris across the emission area. NaturalCreates more organic, irregular clustering of debris. |
| Export Point Cloud | Enables the export of debris positions as a point cloud for further processing or use in external applications. |
| Information | |