ScatterFlow Physics

Installation

  1. 1
    Download ScatterFlow.zip.
  2. 2
    In Blender 4.4, open Edit ▸ Preferences ▸ Extensions and click Install from Disk.

Add ScatterFlow assets to the Asset Library

  1. 1
    Go to Edit ▸ Preferences ▸ File Paths ▸ Asset Libraries.
  2. 2
    Click + to add a new library.
  3. 3
    Select the folder with ScatterFlow Assets.blend.
  4. 4
    Click Save Preferences.

Quick Start

Drop objects

Drop objects example
  1. 1
    Go to Tools ▸ Simulation Tools.
  2. 2
    Select the floor (or any collision surface) and click Set Passive.
  3. 3
    Select your objects and click Add Physics.
  4. 4
    Press Space to play the simulation.

Spawning objects

Quick spawn example
  1. 1
    Click Add Tool to add the spawning sphere.
  2. 2
    Select a Source Collection.
  3. 3
    Go to Spawning ▸ Quick Spawn.
  4. 4
    Click Spawn Instances.
  5. 5
    Make sure a passive floor/collider exists.

Array Spawning

Array Spawning example
  1. 1
    Add ToolSwap Tool to the Array tool.
  2. 2
    Select a Source Collection.
  3. 3
    Go to Spawning ▸ Array Spawning.
  4. 4
    Click Spawn Instances.
  5. 5
    Ensure a passive floor/collider exists.

Manipulate Objects

Manipulation tool demo
  1. 1
    Add ToolSwap Tool to Manipulation Tool.
  2. 2
    Go to Tools ▸ Manipulation Tool.
  3. 3
    Press Pickup or U to pick up / drop objects.
  4. 4
    To move/throw: press G to move the tool, then Left-click quickly followed by U.
  5. 5
    Note: due to a Blender limitation, you can’t move and throw simultaneously. Stop moving with Left-click first.

Features

Spawning

Quick Spawn

Quick Spawn overview
  • Count — objects per click.
  • Scale Min/Max — size range.
  • ∞ Spawn — continuous spawn during playback; Rate — objects/sec.
  • Random Rotation — randomize orientation (off uses applied rotation).
  • Randomize Selected — delete spawned set and generate from selection only.
  • Randomize All — delete spawned set and generate a new set.

Surface Scatter

Surface Scatter overview
  • Target Mesh — surface(s) to spawn on.
  • Count — number of objects scattered.
  • Random Rot — randomized orientation.
  • Skip Rigid Bodies — spawn without physics.
  • Randomize Selected — re-roll using selection only.
  • Randomize All — re-roll full set.

Array Spawn

Array Spawn overview
  • Count X/Y/Z — rows/columns/layers.
  • Gap X/Y/Z — spacing between objects.
  • Scale Min/Max — size variation.

Tools

Manipulation Tool (Force-Field)

Manipulation Tool overview
  • Dynamic Pickup — toggles field strength for grabbing/releasing.
  • Drag — quick set to -500 for dragging.
  • Strength — attraction force.
  • Tip: press U to switch pickup/drop.

Simulation Tools

Duplicate example Move example
  • Add Physics — add physics to selected objects.
  • Set Passive — make selected objects static colliders.
  • Duplicate — duplicate the selection.
  • Move — enable moving (pause first).
  • Freeze — convert active bodies to passive to “lock” them.
  • Remove Physics — remove physics from selected objects.

Quick Array Grid

Quick Array Grid overview
  • Count X/Y/Z — rows/columns/layers.
  • Gap X/Y/Z — spacing between objects.
  • Note: Quick-array objects don’t include physics. Select and press “Add Physics”.

Cloth Tools

Cloth Tools overview
  • Add Cloth — add cloth simulation to selected objects.
  • Add Collisions — create cloth colliders.
  • Remove Collisions — remove cloth colliders.
  • Apply Cloth — apply the cloth simulation.

Advanced

Advanced Settings

Split Impulse example
  • Split Impulse — reduces physics velocity applied to objects (Off = more explosive; On = less).
  • Friction/Bounce — adjust friction and restitution.
  • Collision ShapeConvex Hull (faster, less accurate) vs Mesh (slower, more accurate).
  • Set as Default — save current parameters for new spawns.
  • Origin Tools — set origin to center or base.

Common Issues

  • Objects fall through mesh — set floor to Passive and choose an appropriate Collision Shape (BOX for simple, MESH for complex). Thin/small objects may still pass at high speeds.
  • Exploding objects — if Split Impulse is enabled, try toggling it. Avoid intersections; increase spacing.
  • Viewport performance — optimize meshes, reduce polycount, scatter in batches, then Freeze.
  • Cloth clips through mesh — on the collider, enable “Single-Sided.”
  • Won’t fall into container — for hollow objects, set Collision Shape to Mesh.
  • Cloth self-clipping — enable “Self Collisions.”
  • Scattered objects keep resetting — changes after frame 1 reset the sim; make changes before playback or Freeze first.
ScatterFlow Decals

Quick Start

Placement & Materials

To add a decal, select the object and click Add Decal in the Decals panel. Move the cursor to place it, then adjust rotation and scale. Note: decals are applied per material. The decal is added to the object’s active material slot. On multi-material meshes, choose the correct slot in Material Properties before adding the decal.

Placing a decal on a mesh — placeholder

Adding Damage

To add damage effects, select the object (or the decal’s Empty), then adjust the Damage controls in the Decal properties.

Decal damage settings — placeholder

Common Issues

Decal appears on the back side of the object

Decal projection depends on its Empty. If a decal shows up on the back side, reduce the Empty’s projection depth.

Back-side projection — placeholder

Decals don’t copy with the object

To duplicate an object along with its decals, click the Copy button in the add-on panel.

Copy object with decals — placeholder

Decal doesn’t appear on my object

Verify the decal was applied to the correct material on the object. Check the active material slot in Material Properties before adding the decal.

Adding custom textures

To add your own textures, open the Shader Editor, locate the ScatterFlow Decal node group, and plug your images into the Image Texture nodes.

Custom textures in the ScatterFlow Decal node group — placeholder
Open Scatter

ScatterFlow integrates with OpenScatter for traditional workflows. See the official docs: OpenScatter Documentation.