Just updated the product tags on Gumroad to make it easier to find.
Quick tip for Pro users: If you are using the ‘Proxy’ mode for heavy scenes, make sure to apply the scale of your custom proxy object (Ctrl+A) before selecting it, otherwise the collision bounds might be offset!
Just a quick update for everyone asking about version compatibility:
I’ve been testing the Physics Scatter tool extensively in the latest Blender 5.0.1 builds, and I’m happy to report it is fully compatible. Everything from the simulation zones to the camera culling works perfectly.
If you are already on the 5.0 alpha/beta, you can safely integrate this into your workflow.
Let me know if you run into any version-specific issues!
Quick workflow tip for those using the Pro Version :
If you are building complex biomes, remember that you can use the Multi-Layer Stacking: Stack systems on top of each other (e.g., Rocks avoid Grass, Trees avoid Rocks).
The grass will automatically steer clear of the rocks, giving you a perfectly clean forest floor with zero manual painting!
If you want to create natural ‘clumps’ of vegetation (instead of a uniform spread), you don’t need to manually paint weight maps!
In the Pro Version , you can simply plug a Noise Texture (or any black & white texture) into the ‘Density’ input. The tool will automatically scatter instances only in the white areas, giving you organic patches of grass or rocks instantly.
f you are planning to build a massive environment this weekend, here is a pro tip for keeping your viewport fast:
In the Pro Version , make sure to enable Frustum Culling . This automatically deletes any instances that are outside the camera’s field of view. When you pair this with the Proxy System , you can handle tens of thousands of trees or rocks without your frame rate dropping.
It’s the best way to maintain 60FPS while building large-scale, dense scenes.
I’ve just pushed a significant update (v4.2) to both Gumroad and Blender Market. This update focuses on making the physics feel much more natural and ‘cinematic,’ especially for moving objects like asteroids or debris.
What’s new in v4.2:
Random Rotation: You can now randomize the initial and ongoing rotation of instances within the simulation.
Velocity Smoothing: Added a new Velocity attribute to eliminate ‘jitter’ or ‘shaking’ when objects are packed tightly.
Note: This tool update remains optimized for the high-performance simulation nodes in Blender 5.0.1+ .
If you are using the new Velocity Smoothing or Random Rotation for a moving scene (like a field of asteroids or floating debris), don’t forget to use the Simulation Bake feature!
Once you are happy with the physics movement, go to the Blender Physics Properties tab and hit ‘Bake’ on the Simulation Nodes. This ‘freezes’ the calculation, ensuring:
Your render is 100% stable (no jumping between frames).
Your viewport stays at max FPS while you work on lighting and materials.
Your CPU is freed up for the final render.
It’s the best way to handle complex physics-based scattering without any unexpected ‘jitter’ during the final export.
Quick tip for those using the tool for Animation (debris, floating rocks, sci-fi elements):
With the new Velocity Smoothing in v4.2, you can crank the Damping value up to 0.9 or higher to simulate a ‘heavy’ atmosphere or underwater resistance. This eliminates micro-jitters and makes the objects drift very slowly without stopping completely.
Quick workflow tip for anyone building large environments or forests this week:
If you need to add roads, rivers, or walking paths through your scattered foliage, you don’t need to manually redraw your weight maps!
In the Pro Version , you can just drop your road mesh (or even a vehicle/character) into your designated ‘Collider’ collection. The Obstacle Avoidance engine will automatically push the grass and trees out of the way to clear a perfect path in real-time. If you move the road later, the forest updates instantly.
If you need your instances to spawn only in specific areas (like grass avoiding a house, or rocks clustering near a wall), you don’t just have to use weight painting.
In the Pro Version , the Masking tab allows you to plug in a completely separate 3D object to act as a real-time ‘eraser.’
Just select an object or collection in the ‘Collision Geometry’ field, and the scatter will automatically delete instances that intersect with it.
It’s completely procedural, so if you move the house, the grass instantly updates!
If you are spending your Saturday building out some nature biomes, here is a quick tip to make your foliage look 10x more natural without any manual tweaking.
Instead of having your grass clip straight through the sides of your rocks and tree trunks, you can use the Contact Bend (Smart Rotation) feature in the Pro Version.
Just plug your rocks/trees into the Collision Collection and turn up the rotation influence. The grass blades will physically lean and rotate away from the heavy objects, creating a perfectly natural “parting” effect around the base of the rocks.
Just wanted to share a quick update—I’ve been seeing some amazing environments coming in from users, and a few of you asked how to get that ‘randomized clutter’ look without manually placing every object.
The v4.2 update includes a Randomize Seed feature that you can animate. If you have a large scene and want to ‘shuffle’ your vegetation layout to see different variations, you can just keyframe the Seed value and get a completely new scattering layout in a single frame. It’s perfect for finding the perfect composition for a hero shot!
Also, thanks to everyone who has picked up the Pro version on Blender Market this week—it helps me keep the development cycle for these nodes moving fast.