Drop Cast – Physics-Based Scatter Tool

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Blender 3.4+
Physics-based Scattering
Instances Only

Drop Cast Quick Documentation

Install, set up, and start dropping assets with real-time physics. All generated objects are linked instances to keep your files light and editable.

Learn How to Use ▼
• Documentation

📺 How to Use Drop Cast

🎯 Quick Start Guide

Watch the tutorial above to see Drop Cast in action! The video covers everything from setup to creating realistic physics-based scattering effects.

⚡ Quick Setup
🎲 Physics Simulation
📦 Instance Management

Key Features Covered: Asset collection setup, passive collider marking, physics simulation, and result management.

1) Installation

  1. Download Drop_Cast_1_0_0.zip (do not unzip).
  2. Blender: Edit > Preferences > Add-ons > Install…
  3. Select the zip, click Install Add-on, then enable “Drop Cast”.
  4. Open panel at 3D Viewport > N Panel > Crack and Drop.

2) Scene Setup

Mark Colliders

Select the ground/receivers and click Set Passive Colliders.

  • Shape: Convex Hull (fast), Mesh (accurate), Box, or Sphere.
  • If physics looks unstable, enable Split Impulse in the panel.

Assets Source

Put all assets to drop into a single Collection and assign it in the panel (no empties as items).

3) Drop Mode

Click Start Drop. Two helpers appear at the 3D Cursor:

  • Square: base scale indicator and drag handle.
  • Circle: XY spawn range around the helper.
Mouse Drag — move helper
G — resume drag
Tab — spawn one asset
Ctrl + Wheel(Mouse) — base scale ±5%
Shift + Wheel(Mouse) — spawn range ±10%
Enter or Esc — finish and freeze
Each run is stored in a new collection named DropCast_###.
All generated objects are linked instances.

4) Randomization

  • Random Size — enable and set Min/Max scale.
  • Random Rotation — enable, toggle X/Y/Z, and set Min/Max (radians) per axis.
  • Scale — base uniform scale for every spawn (also Ctrl + Wheel in Drop mode).
  • Spawn Range — half-width of the XY square around the helper (also Shift + Wheel).

5) Spawn Weights & Icons

Open the “Assets Source” section and toggle Spawn Weights.

  • Hide/unhide specific assets (hidden = weight 0, value preserved).
  • Adjust per-asset Weight to control probability.
  • Assign custom icons for clarity via the icon picker.
  • Focus the asset in the viewport with one click.
Click “Refresh” after adding new objects to initialize their properties.

6) Physics

  • Mass, Friction, Collision Shape (Convex Hull, Mesh, Box, Sphere).
  • If Shape = Mesh, set Collision Margin.
  • Collision Collections let you choose RB layers.
  • Spawns are ACTIVE during dropping and become PASSIVE (frozen) when finished.
  • All generated objects are linked instances.

7) Troubleshooting

  • No spawns when pressing Tab — set a non-empty Assets Source and ensure not all items are hidden or weight 0.
  • Unstable physics (jitter/explosions) — enable Split Impulse; verify scale and margins; consider Convex Hull.
  • Assets not visible — check the new DropCast_### collection; adjust Scale if too small.
If you have any questions, please contact me at SuperHive Market inbox.
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Details
Sales 400+
Rating
1 ratings
Dev Fund Contributor
Published about 1 year ago
Blender Version 3.4 - 4.5
Extension Type N/A
Render Engine Used Cycles, Eevee, Freestyle
License GPL
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