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Colliders

Makes a scene object solid for the simulation: a sphere, a box or any mesh.

Outputs: Collider: A collider. Connect it to a solver’s Colliders input.

Setting What it does Default
Object Scene object to collide against
Shape How the object’s shape is represented to the simulation. Simple shapes run faster than a mesh SPHERE
Friction Tangential friction against this object (0 = slippery, 1 = sticky) 0.5
Static Friction A separate friction that holds resting rigid shards on this obstacle False
Static Friction Impact only: friction that keeps resting shards from starting to slide. Used when Static Friction is on 0.7
Bounciness Elastic bounce restitution against this obstacle 0
Dynamic (Two-Way) Particles push, float and topple this object (SPHERE / BOX). Its pose is simulated and keyframed False
Density (kg/m³) Body density: lighter than the material it sits in floats (wood ~500, steel 7800) 500
Stickiness (m/s²) Atom: how hard material clings to this surface, as the pull (acceleration) needed to tear it off. 0 lets go freely; ~g (9.8) holds mud on a vertical wall 0
Sample Budget Hydro: maximum surface collision points to sample across this mesh (Atom, Blaze and rigid bodies use every triangle) 1024
Motion Atom: how a mesh collider moves AUTO
High-Speed Projectile Enable swept capsule continuous collision detection (CCD) and spallation wake lookahead for high-speed bullets/balls False

An endless floor, level or tilted, that particles cannot pass through.

Outputs: Collider: A collider. Connect it to a solver’s Colliders input.

Setting What it does Default
Target Object Optional Empty/Object whose 3D location and +Z normal orient the Ground Plane
Height (Z) Ground floor height in normalized [0, 1] solver space 0.05
Tilt (Euler) Euler rotation (XYZ) tilting the ground plane normal from +Z (0, 0, 0)
Friction Tangential friction of the ground (0 = slippery, 1 = sticky) 0.5
Bounciness Bounce of the ground for particles and bodies (0 = none, 1 = elastic) 0
Stickiness (m/s²) Atom: the pull needed to lift material off the ground (0 lets go freely) 0
Static Friction A separate friction that holds resting rigid shards on this plane False
Static Friction Impact only: friction that keeps resting shards from starting to slide. Used when Static Friction is on 0.7

Removes particles that enter (or leave) a box or a sphere, like a drain.

Outputs: Collider: A collider. Connect it to a solver’s Colliders input.

Setting What it does Default
Target Object Optional Empty/Object whose 3D location and scale drive the Kill Volume
Shape Box or sphere region where particles are removed (Blaze: an outflow that removes the gas) BOX
Center (Z-Up) Centre of the region without a Target, m (0, 0, 0.2)
Size (m) Dimensions of the region, m (a sphere uses X as its diameter) (0.6, 0.6, 0.25)
Invert (Kill Outside) When enabled, deletes particles that leave this volume instead of particles entering it False

Lets smoke and fire leave the Blaze domain through a region instead of bouncing back.

Outputs: Collider: A collider. Connect it to a solver’s Colliders input.

Setting What it does Default
Shape The region where the gas is removed BOX
Object Object whose world bounding box is the region (Shape: Object)
Center (m) Centre of a box or sphere region, m (0, 0, 3)
Size (m) Dimensions of a box region (a sphere uses X as its diameter), m (4, 4, 0.5)
Removes What the outflow removes (none: it does nothing)
Invert (Outside) Remove the gas outside the region instead of inside it False