CARNAGE GRAINS / DOCUMENTATION
Colliders
Add collision surfaces, point-based SDF fields, and the world ground plane.
Collider list
- Use + to add an entry, select it, and assign its mesh in Object.
- The checkbox in each list row enables or disables that collider. − removes the entry without deleting the source object.
- Choose the representation, friction, bounce, and margin. Enable Animated for a moving or deforming mesh.
Mesh collision
- EnabledDefault: On
Include this collider in the simulation.
- Object
Mesh object used to create this collider.
- TypeDefault: Triangle Mesh
Geometry used to represent the mesh collider.
- AnimatedDefault: Off
Update this collider from the object’s movement and deformation each frame. When off, it keeps its initial geometry even if other colliders are animated.
- MarginDefault: 0.0
Additional contact distance around the collider surface, added to each grain's radius. Higher values keep grains farther from the surface.
- FrictionDefault: 0.5
Resistance to grains sliding along this collider. Higher values increase grip.
- RestitutionDefault: 0.3
Controls how much grains bounce off this collider. Higher values produce more bounce.
- SDF Grid ColliderDefault: Off
Build a collision surface from source points using a sampled distance field.
Triangle Mesh retains concavities; Convex Hull fills them; Bounding Box uses a world-axis-aligned box. For fast moving mesh colliders, see Collider Substeps and Velocity Margin.
SDF Grid Collider
Enable SDF Grid Collider to generate a collision field from source points. This is a field built from vertices or a point cache, rather than the original triangle surface. The Object picker is hidden when Source is Point Cache.
- SourceDefault: Object
Where the points used to build the collision field are read from.
- Point Cache
Carnage point cache used to build the collider for each frame. Select its folder, metadata file, or a frame file.
- Frame OffsetDefault: 0
Shift point-cache playback in time. Positive values delay the sequence; negative values advance it. Frames outside the cache range hold the first or last frame.
- Field ResolutionDefault: 128
Sets voxel size from the source reference bounds: the first cached frame, or the object when the field is first built. Voxel size stays fixed during animation. Higher values capture smaller features and use more memory.
- Field RadiusDefault: 0.1
Radius used to blend source points into a collision surface. Higher values connect more widely spaced points and expand the surface.
- Surface OffsetDefault: 0.0
Distance to shrink the generated collision surface. Increase this to bring an expanded field closer to its source points.
- Fill SolidDefault: On
Fill enclosed empty regions inside the field. Open gaps connected to the outside remain open. Requires additional field-building time and memory.
Preview SDF Field builds a preview of the field. If it cannot be built, the operator reports the error. Keep Surface Offset below Field Radius: an offset as large as the field radius can erase the surface.
Viewport helpers
- Show CollidersDefault: Off
Display viewport-only helper geometry representing the mesh colliders used by the simulation. These helpers are excluded from renders.
- Collider ColorDefault: 0.0, 1.0, 0.5
Color of the collider helper geometry in the viewport.
- Collider OpacityDefault: 0.3
Opacity assigned to the collider helper geometry. Its appearance depends on viewport shading and transparency settings.
Ground
- Ground Plane (Z = 0)Default: On
Enable an infinite collision plane at world Z = 0.
- Ground FrictionDefault: 0.5
Resistance to sliding between grains and the ground plane. Higher values increase grip. A value of 0 allows frictionless sliding.
- Ground RestitutionDefault: 0.3
Controls how much grains bounce when hitting the ground plane. A value of 0 produces no bounce; 1 preserves the incoming speed perpendicular to the ground.
Reference updated 7 November 2026. Defaults describe a fresh setup; saved scenes may use different values.