OCD is designed with simplicity and usability in mind, but for more advanced users, it offers additional parameters to fine-tune the damage effect.
Post Smooth
Post Smooth allows you to smooth out the finer details of the damage while preserving the overall appearance.
Relative Scale
The Relative Scale checkbox adjusts the Voxel Size based on the object's scale, ensuring OCD works consistently with objects of any size—whether 0.1 or 100. When turned off, Voxel Size becomes an absolute value in Blender units. For consistent damage across all objects, it's best to keep Relative Scale on and specify a Ref Scale Obj.
Note
Leave this option on unless you're certain of the results you want.
Warning
Turning off Relative Scale on very large objects with the default Voxel Size value of 0.3 (e.g., 10 times bigger than the default cube) can cause Blender to crash.
Reference Scale Object
The Reference Scale Object field allows you to choose a mesh that the modifier uses to calculate damage. The selected object will be damaged as if it were the size of the reference mesh, leading to different results based on the reference’s size.
Note
In the screenshots below, the outlined mesh is used as the reference, while all other parameters remain the same.
Note
The reference object can be a simple cube with no damage. Just make sure its scale is applied.
Inside Material
This field allows you to select a material for the damaged area.
Note
The main material for the object should be added through the standard method in the Material tab.
Exact Solver
When enabled, the Exact Solver produces more accurate results and can resolve some Boolean errors that might occur when using the default solver.
Note
The Exact Solver is slower and requires more processing power.
As an additional effect, it adds Hard Edges
to the border of the damaged area.
Smooth
By turning it off, you remove the smoothness effect from the modifier, causing the damage to affect the faces of the object more than the edges.
Noise Contrast
This slider adjusts the width of the damaged area. Increasing the contrast will make the damage narrower, while the overall depth of the damage remains unchanged.
Noise Seed
Changing this value allows you to select a different random position for the noise pattern.
Damage Highlight checkbox
The Damage Highlight checkbox overrides the object's material to visually indicate where the damage occurs.
- The damaged areas are highlighted in bright red.
- The rest of the object is displayed with a checker texture for easy differentiation.
- The effect is only visible in Material Preview mode.
Damage Shade Smooth Checkbox
The Damage Shade Smooth checkbox controls shading for the damaged area:
- On (default): Smooth shading.
- Off: Flat shading.
Damage Mask Panel
Use Mask
The Use Mask checkbox enables or disables the use of a mask for the selected object.
Mask Texture
This field allows you to select the Mask Texture to be used for the selected object.
Note
If two or more objects share the same topology (e.g., they are copies of each other), you can use same texture for all of them.
Mask Adjustment
The Mask Adjustment slider fine-tunes the mask's influence:
- Adjust it to remove small damage areas that remain due to high damage levels.
- Works in both positive and negative directions.
Invert Mask
The Invert Mask checkbox flips the mask, allowing you to paint damage instead of erasing it.
Note
If no damage exists in certain areas initially, painting will not create new damage in those areas.
Correct UVs checkbox
The Correct UVs checkbox, when enabled, overrides the current UV map with a box projection. This is helpful for working with the Mask Texture if the initial object lacks a proper UV map.
- You don’t need to use this option if the object already has a proper UV map.
- An improper UV map is typically evident when the checker texture appears stretched, as shown in the screenshot below:
Note
The Correct UVs checkbox fixes the UV map for the initial object (before damage) to work with the Mask Texture. It does not create a UV map for the damaged object.
Noise - Pos. Rot. Scale
This panel provides adjustment controls for the noise pattern's position, rotation, and scale.