Solver, Emitters, Forces and Colliders
These four panels edit the nodes that feed the active solver. Each lists only nodes the solver actually reads. A line such as 3 emitter node(s) not used by Blaze tells you how many were left out.
Every card has an eye toggle at its left. Click it to mute the node. A muted node shows no settings until you switch it on again.
Many cards have a helper button, shown as an empty-axes icon. It creates an Empty (or a curve) that the node follows, so you can place it with Blender’s own move, rotate and scale tools. If the node already has one, the button selects it. All helpers are kept in the BLUX_Helpers collection.
Solver
Section titled “Solver”The settings differ by solver. Every one of them is also on the solver node.
| Setting | Notes |
|---|---|
| Voxel Size | The resolution. Halving it gives 8 times the cells where there is gas. |
| Domain Object | An object whose bounding box is the domain box. |
| Size | The domain size, shown when there is no Domain Object. |
| Time Scale, Buoyancy, Multigrid Pressure Acceleration | See the Blaze Solver reference. |
| Combustion section | Burn Rate, Flame Heat and Expansion, from the wired Combustion node. |
| Dissipation & Swirl section | Smoke Dissipation, Temperature Cooling, Radiative Cooling, and Confinement. |
If a satellite node is not wired, the section says so and the defaults apply.
Preset, Particle Radius, Viscosity, Surface Tension, Rest Density and CFL Safety. Two sections follow:
- Multi-Fluid: Phase Separation, Interfacial Tension, Color Diffusion and Phase Density Ratio.
- Whitewater: the Enable Whitewater switch. With the GPU whitewater pass active, a note points you to the Surface Mesher node, where its settings are.
Mode, Grid (or particle separation), Domain Walls and Auto Substeps. With Auto Substeps on, you also get CFL, Min and Max. Off, you set Substeps. Then Domain (m) and Time Scale.
One card per material node follows, with the material’s main values: Preset, Density, and the settings that set the material apart, such as fracture threshold, viscosity, surface tension, yield stress and flow index. A Wetting section holds the wetting switch, its rate and the mud threshold.
Impact
Section titled “Impact”A Shards count, then Breaking Force, Bond Stiffness, Chunk Friction, Restitution, Yield Strain, Creep Rate and Splinters.
| Control | What it does |
|---|---|
| Material Preset | Menu: Concrete, Glass, Wood, Brick, Metal. Applies a calibrated rigid-body preset. |
| Fracture Selected Mesh | Opens the fracture tool. |
| Instance Debris on Active Mesh | Shows the debris (chips, dust, gravel) as instances of the active mesh instead of points. |
| Keyframes section | Bake writes the simulation to object keyframes (location and rotation). Clear removes them and restores the rest poses. |
Emitters
Section titled “Emitters”One card per emitter in the simulation. A card for a Blaze Emitter shows Emitter Shape, Source Object for the mesh, curve, point and volume shapes, then Fuel, Smoke, Temp and Flame. Primitive and Mesh Emitters show the shape, the emission mode and the particle count. A rigid body source shows the source collection or object.
A Color row sets where the particle colour comes from; with Solid you pick the colour.
Add Emitter adds a second emitter node.
Forces
Section titled “Forces”Collapsed by default. One card per force, with the values that matter: gravity acceleration, wind strength or vector, vortex strength, attractor strength and radius, turbulence strength, thermal buoyancy, drag damping, curve flow and pull, and explosion blast strength, radius, trigger frame and heat injection.
Colliders
Section titled “Colliders”Collapsed by default. At the top:
- Make ‘name’ a Collider adds a collider node for the active object and wires it into the solver. For a collider that already exists, the button reads Remove Collider.
- The small arrow button beside it runs Set Up Projectile Impact: it configures the active object as a fast projectile with swept collision detection and links it to the fracture source.
- With a collider, Dynamic lets the solver move the object with the physics, with a Density. Projectile marks it as a high-speed object.
Below that, cards for each Object Collider, Ground Plane and Kill Volume in the simulation. An Object Collider shows its object, its collider type and its friction. A Ground Plane shows its height and friction. A Kill Volume shows its shape.
See the Colliders reference for every setting.