Drop Cast – Physics-Based Scatter Tool
📺 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
- Download
Drop_Cast_1_0_0.zip(do not unzip). - Blender: Edit > Preferences > Add-ons > Install…
- Select the zip, click Install Add-on, then enable “Drop Cast”.
- 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.