Most particles. Fixed at construction.
Grid spacing Δx, metres. Particles are emitted 2 per cell per axis (8 per cell). Fixed at construction.
Courant number C of the stable step dt ≤ C·Δx / (maxSpeed + sound speed) (see mpmStableStep).
Terrain friction coefficient (Coulomb): 0 slips, large values stick.
Gravity, m/s².
Materials compiled in (keys, fixed at construction) and their parameters (live).
Particle speed limit, m/s: the "max particle speed" of the stable step, enforced in G2P.
Most substeps per frame; past it the simulation runs slower than real time instead of going unstable.
World position of the domain's minimum corner, metres. Moving it shifts the domain by whole cells (the particles keep their world positions; those left outside freeze). Floating-origin safe: the GPU only sees positions relative to it.
Drawing through the particle pool's unlit shading.
Colour ramp by volume change J: first key squashed, middle at rest, last stretched (1 to 8 #rrggbb).
Opacity.
Sprite width, in particle spacings (Δx / 2).
How much volume change spans the colour ramp: key = 0.5 + (J − 1) × strainScale.
Grid nodes along x, y, z (8…160 each). Fixed at construction.
Seed for the emission jitter.
Substeps per frame at least. More are added when the frame is longer than the stable step allows.
Domain sides act as slip walls (else particles that leave the domain freeze).
Every setting of an MPMSolver. Plain JSON.