Output and Look
The Output & Look panel edits the Simulation Output node and the nodes beside it. Without a Simulation Output node in the graph, the panel asks you to add one.
Output modes by solver
Section titled “Output modes by solver”Each solver can be drawn in a fixed set of ways.
| Solver | Output modes |
|---|---|
| Atom | Points, Instances (grains), Surface |
| Hydro | Points, Surface |
| Blaze | Volume |
| Impact | Points |
If the node is set to a mode the solver cannot draw, the panel says so, for example Blaze cannot be drawn as Surface.
Volume (Blaze)
Section titled “Volume (Blaze)”| Setting | What it does |
|---|---|
| Viewport Preview | Raymarches the smoke and fire in the viewport, shaded by the Blaze Look. |
| Depth Occlusion | Stops the viewport rays at scene geometry, so a mesh inside the smoke hides what is behind it. On by default. |
| Half-Float VDB | Stores cached VDB grids as 16-bit floats. Half the disk space, about three significant digits. |
Below these, the Blaze Look values: Preset, Density, Smoke Color, Fire Intensity, Max Temp, Scatter and Detail Strength. If no Blaze Look node is wired, Add Blaze Look adds one. See Blaze Look for every value.
Surface (Hydro and Atom liquids)
Section titled “Surface (Hydro and Atom liquids)”When a Surface Mesher node is in the graph, the panel names it (Meshed by) and shows its settings: mesher, resolution, smoothing, whitewater and more. See Surface meshing.
Without a Surface Mesher node, the Simulation Output node’s own Blender Native settings are shown: Auto-Fit Solver Radius, Particle Radius and Voxel Size, Smooth Iterations, Iso Threshold and spray options.
Points and instances
Section titled “Points and instances”Particle Radius sets the size used to draw each particle. With Atom sand or snow drawn as points, Micro-Grains sets how many small grains are rendered per particle (1 is off).
Rebuild Render Mesh
Section titled “Rebuild Render Mesh”Rebuild Render Mesh rebuilds the Blender mesh (BLUX_Render) from the cached frames. You rarely need it: BLUX syncs the mesh after a bake.
Material Look
Section titled “Material Look”For particle and fracture results, Material Look opens a menu of shader looks. It changes materials only: no lights, camera or render settings.
| Solver | Looks |
|---|---|
| Hydro, Atom | Clear Deep Water, Ocean Coastal Brine, Golden Amber Honey, Viscoplastic Mud, Volcanic Molten Lava |
| Impact | Rough Concrete, Aged Red Brick, Fractured Glass |
See Lookdev materials.