Documentation · v1.0.0

Frosting Manual

Physics-based object scatter for Blender. Spawn objects as rigid bodies, let them fall, freeze the result. This is the complete reference for every panel, mode and tool the addon adds to your viewport.

VERSION  1.0.0 BLENDER  4.0 – 5.1 PLATFORM  WIN · LINUX · MAC LICENSE  GPL-2.0+
01 — Setup

Installation

Frosting installs like any other Blender add-on. No external libraries, no compiled binaries, no internet connection required.

  1. Open Blender and go to Edit › Preferences › Add-ons.
  2. Click Install… (top right) and pick the frosting.zip file.
  3. Enable the Frosting checkbox once it appears in the list.
  4. Press N in the 3D Viewport — a new Frosting tab is added to the sidebar.
Edit › Preferences › Add-ons with Frosting enabled and expanded
FIG 01Add-on enabled in Blender preferences
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Tested on: Blender 4.0 through 5.1 on Windows x64, Linux x64, macOS x64 and macOS arm64.

The manifest declares Blender 5.2 as the upper bound (exclusive).

02 — 60 seconds

Quick start

The shortest path from "empty scene" to "objects raining onto the floor". Six steps. Roughly a minute.

  1. Put the objects you want to scatter into a Collection.
  2. Have a Floor mesh in the scene — a plane, a terrain, a bowl, anything that catches.
  3. Open the Frosting panel and assign Collection, Floor, and an Empty as the emitter.
  4. Set Count (try 100) and press Scatter.
  5. Play the timeline. Watch them fall.
  6. When the pile settles, press Freeze here to lock the pose, or Bake animation to keep the fall as keyframes.
Full Frosting sidebar in Ready state with Inputs, Emission, Variation, Physics and Action sub-panels
FIG 02Main panel — ready state
03 — Four ways to spawn

Distribution modes

Frosting has four distribution modes. They share the same physics and the same source collection — only the way instances are introduced into the scene changes. Pick a mode in the DISTRIBUTION MODE row at the top of the panel.

Top of the Frosting panel showing Ready to scatter and the DISTRIBUTION MODE row with Emitter / Curve / Brush / Volume buttons
FIG 03The mode selector
Emitter
CLASSIC RAIN
All instances are released from an Empty, optionally spread out over an emission window of N frames.
Curve
ALONG A PATH
Released from points along a Curve object. All spawn at the same frame. Perfect for ridge lines, edges or logo outlines.
Brush
PAINT ON SURFACE
Paint instances directly on the Floor with the cursor. No physics — objects are stamped where you draw.
Volume
FILL A CUBE
Define a 3D box on the floor and fill it with a regular grid of instances. They fall as one big stack.

Emitter mode

The default and most flexible mode. An Empty object defines the spawn position, and instances are released from there over one or more frames.

  • Window (frames) spreads the release across N frames so instances don't all collide at frame 1.
  • With Window > 1, instances exist before their spawn frame but are hidden and kinematic — they follow the Empty without falling. This is normal.
Full Frosting sidebar in Emitter mode with Inputs, Emission, Variation, Physics, Simulation end and Action sub-panels expanded
FIG 04Emitter mode — full panel

Curve mode

Use this when you want a precise spatial path instead of a single point source. Any open or closed Bezier or NURBS curve works. The number of spawn points equals Count, distributed evenly along the curve length.

  • Click Create curve to drop a starter Bezier into the scene.
  • In Curve mode all instances spawn at the same frame (the emission window is disabled).
  • A Live preview button shows where the spawn points will land before you commit.
Sidebar in Curve mode with the Curve field in Inputs, Create curve button, the all-spawn-at-once notice in Emission, and the Live preview row in Action
FIG 05Curve mode — full panel

Brush mode

A non-simulated mode for precise placement. Press Paint instances and stamp objects onto the floor with the cursor.

LMB dragPaint instances along the cursor path.
Mouse wheelScroll to shrink or grow the brush radius.
Shift + Mouse wheelAdjust the spacing between painted instances — how close together they sit.
Middle clickErase — deletes instances the brush passes over. The brush ring turns red while held.
EnterFinish the stroke and commit the painted objects.
Sidebar in Brush mode with the Brush sub-panel (Radius / Spacing / Align to normal), painted instance counter, and Paint instances button
FIG 06Brush mode — full panel

Volume mode

For dense, structured stacks: bricks in a pallet, rocks in a crate, ice cubes in a glass. Defines a 3D box on the floor and fills it with a regular grid of instances that then collapse under gravity.

  1. Drag on the Floor to set the XY base of the cube.
  2. Release and move the mouse up to set the Z height.
  3. Click to confirm. The cube fills with a grid of instances.
  4. Press Start simulation to make the stack collapse.
Sidebar in Volume mode with Inputs, Variation, Physics, Solver and Simulation end expanded, plus GRID DENSITY (X/Y/Z), Create volume cube button, and VOLUME SIMULATION box
FIG 07Volume mode — full panel
05 Volume Grid tool icon

The same volume-cube placement is also exposed as a workspace tool — the Volume Grid tool — so you can keep dropping stacks without leaving the mode.

04 — Every property

Panel reference

Field-by-field description of every control in the Frosting sidebar. Some sub-panels appear or disappear depending on the active distribution mode.

Sub-panel Inputs
CollectionSource collection — the objects to distribute.
FloorMesh that catches the instances. Auto-converted to a passive rigid body.
Collider (collection)Optional. Extra colliders (walls, props, characters) that also block the falling objects.
Animated collidersTick if any collider has keyframes or constraints, so Bullet re-bakes them every frame.
Empty / CurveThe emission source. Hidden in Brush and Volume modes.
Create curve(Curve mode only) Drops a starter Bezier into the scene and assigns it.
Close-up of the Inputs sub-panel with Collection, Floor, Collider (collection) populated, Animated colliders enabled, the mode-conditional Curve field and the Create curve button
FIG 08Inputs sub-panel
Sub-panel Emission EMITTER / CURVE
CountNumber of instances to spawn.
SeedRandomisation seed. Same seed + same scene = same result.
Window (frames)How many frames the emission is spread over. Emitter only — Curve always releases at once.
Close-up of the Emission sub-panel with Count, Seed and Window (frames) fields, plus the Curve mode: all spawn at once notice
FIG 09Emission sub-panel
Sub-panel Brush BRUSH MODE
RadiusBrush circle radius in world units.
SpacingMinimum distance between two painted instances. Smaller = denser paint.
Align to normalTilt each instance to follow the floor's surface normal.
Close-up of the Brush sub-panel with Radius, Spacing and Align to normal controls
FIG 10Brush sub-panel
Sub-panel Variation
Scale min / maxEach instance gets a uniform random scale in this range.
RotationHow the spawn rotation is computed. Three modes:
Random — fully random Euler.
Align to normal — face the local surface normal.
Upright — keep Z up, randomise Z rotation.
Linked duplicatesRe-use source mesh data. Saves a lot of memory at high counts; trades off the ability to edit instances independently.
Close-up of the Variation sub-panel with Scale min and max, Rotation dropdown set to Fully random, and Linked duplicates enabled
FIG 11Variation sub-panel
Sub-panel Physics
ColliderCollision shape used by Bullet:
Convex hull — recommended. Fast and stable.
Exact mesh — precise but slow, can be unstable.
Box — bounding box.
Sphere — bounding sphere.
MassPer-instance mass.
Friction0 = ice, 1 = sandpaper.
Bounciness0 = clay, 1 = rubber ball.
Close-up of the Physics sub-panel with Collider set to Convex hull, Mass, Friction and Bounce sliders
FIG 12Physics sub-panel

Solver (nested)

SubstepsMore substeps = more stable, slower simulation.
IterationsSolver iterations per substep.
Close-up of the Solver nested sub-panel with Substeps and Iterations fields
FIG 13Solver — nested under Physics
Sub-panel Simulation end
Start / EndSimulation range. Stays in sync with the scene timeline while no session is running.
Auto-freezeWhen the timeline reaches Frame, freeze the session automatically. Handy for batch / overnight bakes.
FrameThe frame at which Auto-freeze fires.
Close-up of the Simulation end sub-panel with Start and End fields and Auto-freeze enabled showing the Frame field active
FIG 14Simulation end sub-panel
Sub-panel Action

The Action sub-panel changes depending on whether a session is running.

When idle (no session)

ScatterRun the scatter for the current mode.
Delete lastRemove the collection produced by the most recent Scatter. Sources are not touched.
Clear cacheFree the Bullet point cache. Use this if the simulation behaves oddly after editing settings.
Close-up of the Action sub-panel in idle state with the Scatter button and the Delete last and Clear cache row below
FIG 15Action — idle state

During a live session

Freeze hereStop the simulation and snapshot the current pose. Instances become regular keyframe-free objects.
Bake animationConvert the running simulation into keyframes on every instance, then end the session. Plays without the rigid body world.
Cancel sessionThrow away the scatter and restore the scene.
Close-up of the Action sub-panel during a live session showing the frames-left counter and the Freeze here, Bake animation and Cancel session buttons
FIG 16Action — live session
05 — Post-production

Movement tools

Toggle MOVEMENT TOOLS at the top of the Frosting panel to enter a post-production mode. The distribution panels disappear and three workspace tools are added to the 3D Viewport toolbar (left edge, T).

!

Experimental — in development. This section is still being refined. Expect rough edges and possible changes in upcoming releases.

Tweak tool icon
Tweak
RELOCATE ONE
Click and drag a single instance to a new position. Useful for the one rock that landed in a stupid place.
Plough tool icon
Plough
SCULPT WITH PHYSICS
Paint a force field on the floor while the sim runs. Push piles together, carve trails, sculpt with physics.

Inputs and simulation

Visible only when Movement Tools is enabled.

Affected collectionWhich collection the workspace tools push around.
FloorThe floor mesh used by the tools.
Start simulationRe-enable Bullet on the affected collection so the Plough tool actually moves things.
Stop simulationPause Bullet and lock the pose.
Sidebar with the MOVEMENT TOOLS toggle enabled, the Inputs and simulation sub-panel expanded with Affected collection and Floor, and the Start simulation button
FIG 17Movement tools — sidebar with Inputs and simulation
06 — Practical know-how

Tips & gotchas

Small facts that save big headaches. None of these are bugs; they are consequences of how Bullet and the Blender dependency graph interact.

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Ghost instances on the Empty. In Emitter mode with a Window > 1, you may notice kinematic "ghost" instances stuck to the Empty before their spawn frame arrives. This is normal — not a bug. They reveal themselves and start falling on their assigned frame.

!

Rendered viewport + big counts can crash Blender.

Avoid running a scatter session in Rendered shading for very large counts (1000+). Bullet re-evaluates the world many times per frame at that shading level, and frequent rigid-body changes during evaluation can crash Blender. Material Preview is safe.

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Frame range while a session is live. Changing the timeline Start/End does not update the rigid body cache during a session. End the session first.

!

Don't put source objects in the Floor or Collider collection. If you do, the scatter will try to drop instances onto themselves.

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Clear cache. If the simulation behaves oddly after multiple runs, this clears the Bullet point cache and gives you a clean slate.

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Curve mode. Any closed or open Bezier or NURBS curve works. The number of spawn points = Count, distributed evenly along the curve length.

07 — Help & license

Support

Frosting is published under the GNU GPL v2 (or later). The full license text ships with the addon in license.txt.

MaintainerCLOUDY SKY
Version1.0.0
Blender4.0.0 to 5.1.x (declared up to 5.2.0, exclusive)
LicenseGNU GPL-2.0-or-later
Product pagegokusayayin641-ai.github.io/frosting-page
Superhivesuperhivemarket.com/products/frosting
Creatorgokusayayin641-ai.github.io

Thank you for using Frosting. Happy scattering.