Frosting distributes objects from a collection by dropping them with rigid body physics. Four distribution modes. Real Bullet simulation. Every instance settles where it would fall — not where a procedural noise told it to.
Point Frosting at a source collection, pick a target surface, press Scatter. Bullet does the rest.
Same simulation engine, four ways to feed it. Pick the one that matches how you think about the shot.
Spawn inside an Empty's bounding box, then emit progressively over a window of frames. Stream them down like rain — exactly what you saw in the demo above.
Spawn along any Curve object, all at once. Great for paths, edges, rims, lines of fall — and Frosting refreshes the preview as you edit the curve.
Paint instances by hand on a Floor surface with the cursor. Control radius, spacing, and optional align-to-normal — then drop them with one click.
Click the Floor twice to define a cube, then fill it with a 3D grid (X×Y×Z). Perfect for tightly packed simulations or controlled stacking.
Same simulation engine, three different ways to feed it. Same falling, same collisions, same settling — different shapes of input.
An Empty defines the spawn box. Instances are emitted progressively over a window of frames — a controlled downpour onto the floor.
Point Frosting at a Curve and it lays the instances along it, all at once. Edit the curve and the preview refreshes live.
Two clicks on the floor define a cube. Frosting fills it with an X×Y×Z lattice of instances — ideal for tight stacks and dense packs.
Every parameter you need to art-direct the simulation — without dropping into the rigid body panel a single time.
Scale min/max, rotation modes (none, random Z, fully random), seed-driven for reproducibility.
Per-scatter mass, friction, bounce, and collision shape: convex hull, exact mesh, box, or sphere.
Apply directional or radial forces with Sphere / Tube / Cone falloff. Negative attracts, positive repels.
Freeze the simulation automatically at the end frame, or bake the full animation into keyframes for export.
Substeps and solver iterations exposed directly — push to 100 each when you need rock-solid stacking.
Share mesh data between thousands of instances. Up to 20,000 objects per scatter without the memory blowup.
Add whole collections of walls, rocks, props as passive obstacles. Mark them animated to push the dynamics around.
Brush radius, spacing, and align-to-normal — paint scatter directly onto any surface like a regular brush tool.
Curve and Volume modes refresh the preview as you tweak. See the layout before you commit to the simulation.
A professional-grade physics scatter system, engineered to integrate natively into any Blender pipeline — on any platform.
Frosting is built by Anlace and shipped through CLOUDY SKY — an independent studio building serious tools for Blender artists. One-time purchase. Lifetime updates.