Colliders
Object Collider
Section titled “Object Collider”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 |
Ground Plane
Section titled “Ground Plane”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 |
Kill Volume
Section titled “Kill Volume”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 |
Blaze Outflow
Section titled “Blaze Outflow”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 |