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But, the layers of most real-world objects are not made of perfectly uniform materials.

If the variations are important to the simulation, we divide each layer into distinct materials. The stripes of chocolate on the candy could be created with solid procedural texture during rendering, but in our model, tetrahedral elements for each color of chocolate define the boundaries within the layer. If we assign different material properties to the chocolates (such as melting temperature) they behave correctly during simulation. Other examples include brick and mortar walls or wood framing with insulation, which can be procedurally generated to fill a layer covering a CAD model of a building.

A second type of material variation is used to describe finer detail, more homogeneous variation in material such as concrete or wood grain. These details are probably too small relative to the model to be represented with volumetric elements, but can be effectively represented with a solid texture during rendering. In future work, we would like to investigate how simulations can use material property variations defined within a solid texture.