REAL-TIME  ·  PHYSICS-BASED  ·  PROCEDURAL CRATER GENERATION

Crater Generator.

GPU-accelerated procedural craters for Blender. Physically realistic for both kinetic impact and explosion craters. Real hydraulic erosion. Every crater unique — driven by Schmidt-Holsapple scaling, McGetchin ejecta and Beyer particle hydraulics, all computed on the GPU.

// 01
GPU

Runs entirely on the GPU.

Every crater, every erosion pass, every droplet trajectory is computed in compute shaders. Tens of thousands of particles per second. No CPU bottleneck.

// 02
DUAL

Impact & explosion.

Schmidt-Holsapple Pi-group scaling is calibrated against both laboratory hypervelocity impacts and nuclear test data. Generate kinetic strikes or ground-level detonations from the same solver.

// 03
CURSOR

3D cursor placement.

Subdivide a plane, position the 3D cursor where you want the impact, click. The crater forms exactly under the cursor — no gizmos, no drag-and-drop guessing.

// 04
PROC

Every crater unique.

No presets. No templates. Each crater is procedurally generated — change the seed and the rim profile, ejecta pattern and erosion network all shift accordingly.

SECTION 02 // ANIMATED OUTPUT

Watch it happen.

WORKFLOW
Real-Time Generation // One panel · 3D cursor · click to impact
SHAPE KEYS
Multi-Crater Animation // Sequential impacts via Blender shape keys
EROSION
Real-Time Erosion // Hydraulic carving over geological time
SECTION 03 // PHYSICS CORE

Six equations. Real science.

Crater Generator is not a displacement-texture preset. Every equation below runs in a compute shader, in production, for every crater you generate. References to Schmidt-Holsapple, McGetchin, O'Callaghan & Mark, Beyer 2015 and Musgrave 1989.

// EQ.01 · IMPACT
Schmidt-Holsapple Scaling
D = K₁ · (g·a/v²)^μ · (ρₜ/ρₚ)^ν · 2a

Crater diameter from projectile radius, velocity and target/projectile density ratio. Calibrated against laboratory impact experiments and nuclear test data. // Schmidt & Holsapple · Pi-group scaling

// EQ.02 · IMPACT
McGetchin Ejecta
t(r) = peak · (r / rₚₑₐₖ)⁻³

Power-law decay of ejecta thickness with radial distance from the rim. Reproduces the natural fall-off observed on lunar and Martian craters. // McGetchin et al. 1973

// EQ.03 · IMPACT
Verlet Trajectory
x(t+dt) = x + v·dt + ½·a·dt²

Symplectic integration of the meteor's atmospheric descent with quadratic drag — accurate trajectory for impact angle and contact-frame computation. // Verlet 1967 · classical molecular dynamics

// EQ.04 · EROSION
Stream Power Law
∂z/∂t = −K · A^m · S^n

Erosion rate proportional to drainage area and slope. Drives the dendritic channel network through D8 flow accumulation across the heightfield. // O'Callaghan & Mark 1984

// EQ.05 · EROSION
Beyer Particle Hydraulics
v ← v · inertia − ∇h · (1 − inertia)

Each water droplet integrates momentum + gradient descent, carries sediment up to capacity, deposits where slope drops. Tens of thousands of particles per second on the GPU. // Beyer 2015 · TU München thesis

// EQ.06 · EROSION
Thermal Erosion (Talus)
loss = rate · max(slope − talus, 0)

Material above the talus angle slumps to neighbours. Prevents unrealistic vertical walls and produces natural slope-stable terrain. // Musgrave et al. 1989

// READY FOR DEPLOYMENT

Generate your
first crater.

A single Blender addon. Real physics. GPU speed. Procedural variation by design. Available now on Superhive Market.