JRunout

Simulation Models & Settings

Choose Lumped Mass or Rigid Body and configure numerical, stopping, sampling, and contact controls.

Open Configure → Scenario Settings → Rockfall → Simulation. Rockfall settings belong to the scenario and can be applied to several selected scenarios at once.

Rockfall simulation settings for method, time step, stopping thresholds, material sampling, and contact behaviour.
Scenario Settings → Simulation contains the run controls. Choose the method before reviewing its contact options. Click the image to enlarge.

Lumped Mass

Lumped Mass treats each Rock as an equivalent moving body governed by the Lumped Mass restitution, friction, and optional impact-angle roughness inputs. It uses Rock mass, density, launch velocity, angular state, and the scenario's contact-behavior switches.

The selected Rock outline is not transferred to this engine. Choose Lumped Mass when a shape-resolved contact model is not required.

Rigid Body

Rigid Body transfers the selected 2D Rock outline, mass, density, orientation, angular state, and the Rigid Body restitution, dynamic-friction, and rolling-friction inputs. It supports the predefined Rock shapes and custom polygons.

Choose Rigid Body when rotation and shape-resolved contacts are material to the model. It generally carries more geometric state per Rock than Lumped Mass.

Solver settings

SettingMeaningDefault
MethodLumped Mass or Rigid BodyLumped Mass
Time StepNumerical integration interval0.01 s
Maximum IterationsMaximum integration steps for each Rock10,000
Stopped VelocityLow-speed threshold used to classify a Rock as stopped0.1 m/s
Conditional VelocitySecondary low-speed threshold used by contact/stopping logic1 m/s
Material SamplingRedraw frequency for variable contact responsePer Simulation
Deviation CutoffStandard-deviation bound applied to samples3σ
Random SeedRepeatable base seed for every Rock job12345

Time Step must be greater than zero, Maximum Iterations must be a positive integer, and thresholds/cutoff must not be negative.

Contact behavior

  • Consider Rotation includes the configured rotational response where the selected engine supports it.
  • Tangential CRSP Damping enables tangential contact damping.
  • Scale Rn by Velocity enables velocity-dependent normal restitution.
  • Velocity Scaling K controls that Rn scaling response.

Velocity Scaling K has a minimum of 0.001. The settings forms, project-file reader, and solver reject lower values, including when Rn velocity scaling is disabled. Leave the positive default unless deliberately calibrating this option.

Material sampling frequency

OptionSampling behavior
Per SimulationDraw one response per material for each Rock simulation.
Per SegmentDraw a response for each terrain segment for each Rock.
Per ImpactDraw again when a Rock enters a new terrain contact. Continuous rolling or sliding contact keeps its current response until a new contact.

The setting affects variable restitution and friction fields for both engines. Rock mass, density, and launch-condition distributions are sampled once per Rock job.

How computation is scheduled

Rockfall Compute builds one job per allocated Rock. When browser workers are available and the batch is large enough, jobs are split across a persistent worker pool; if workers are unavailable or parallel execution fails, computation falls back to the main thread. Both engines run as WebAssembly.

Completed trajectories are reduced for display to 0.1 s samples while retaining the first and final point. Collision samples are retained at a minimum 0.01 s separation, and playback interpolates position and rotation between retained samples.

WebGPU is not required to run the solver. It is required for animated all-rock and individual-rock display; see Results, Playback & CSV.