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Sets how fuel ignites and burns in Blaze: ignition temperature, burn rate, flame heat, smoke.

Outputs: Combustion: How fuel burns in a Blaze simulation. Accepts a Combustion node

Setting What it does Default
Ignition (K) Fuel burns where the gas is hotter than this, in kelvin (543 K = 270 C); the burn rate fades in over the next 150 K. Measured from the solver’s ambient (the range assumes 293 K) 543.15
Burn Rate (1/s) Fraction of the fuel consumed per second once lit 2.5
Flame Heat (K) Temperature rise of the gas per unit of fuel burned, in kelvin 3000
Smoke Yield Smoke density released per unit of fuel burned (before the expanding gas dilutes it) 2.4
Flame Cooling (1/s) Decay rate of the visible flame per second (higher = shorter flames) 3
Expansion Gas volume growth per unit of fuel burned, as ln(volume ratio) at a 1293 K flame; hotter gas expands less (ideal gas). Pushes a fireball outward 1.86

Controls how smoke fades, gas cools and heat is lost in a Blaze simulation.

Outputs: Dissipation: How smoke fades and gas cools in a Blaze simulation. Accepts a

Setting What it does Default
Smoke Dissipation Smoke density decay rate, 1/s 0.15
Temperature Cooling Convective cooling rate of the heat, 1/s 0.6
Radiative Cooling (T⁴) Stefan-Boltzmann T⁴ radiative cooling to ambient, 1/s at 1000 K (forms dense dark crusts) 0
Heat Conduction Heat conduction through the gas, in domain²/s (0 skips the pass) 0
Fuel Evaporation Decay rate of unburned fuel vapour, 1/s 0.05
Velocity Damping Air resistance: velocity decay rate per second. A Drag Force node adds to it 0.02

Adds fine swirling detail and vorticity to the smoke and flames of a Blaze simulation.

Outputs: Detail: Extra detail for a Blaze simulation: turbulence and field wrang

Setting What it does Default
Confinement Vorticity confinement rate: restores curls smoothed away by numerical diffusion 21
Confinement Mask (K) 0: confinement everywhere. Above 0 it fades in with the heat above ambient (smoke counting 1000 K per unit density) up to this many kelvin, so clear air stays smooth 0
Shred Strength (m/s²) Curl noise acceleration that tears the plume into wisps 0
Shred Size (m) Size of the noise eddies (smaller = finer wisps). With several shred sources (Detail nodes, Turbulence Forces) the strongest one’s size, speed and octaves are used 0.5
Shred Speed (m/s) How fast the noise pattern drifts, m/s 0.75
Shred Octaves Curl noise octaves (1-4) 1
Disturbance (m/s²) Random block-wise pushes where the gas is hot and visible, breaking up smooth laminar sheets 0
Disturbance Block (m) Edge of a disturbance block, m 0.15
Disturbance Period (s) How long a block keeps its random direction, s 0.1
Disturbance Mask (K) Heat above ambient, in kelvin, above which disturbance acts (full at twice this) 100
Flame Shredding (1/s) Stretches flame fronts into licks (rate like Confinement’s) 0

Adds a second fluid, such as air bubbles or a lighter liquid, to a Hydro simulation.

Outputs: Two-Phase: A second fluid for a Hydro simulation. Accepts a Liquid Two-Pha

Setting What it does Default
Interfacial Tension Cohesion between particles of two different liquids, as a share of the pair’s mean surface tension. 1 holds them together like one liquid; 0 lets them slide apart freely 1
Color Diffusion Rate of molecular color blending when liquid streams collide 0
Phase Separation Hydrophobic interfacial repulsion keeping immiscible liquid phases apart (e.g. Oil & Water) 0
Phase Density Ratio Density of the second liquid (emitter Phase ID 1) relative to the first (Phase ID 0), e.g. 0.85 for olive oil on water 0.85

Creates spray, foam and bubbles from the fast, turbulent parts of a Hydro liquid.

Outputs: Whitewater: Spray, foam and bubbles for a Hydro simulation. Accepts a White

Setting What it does Default
Enable Whitewater Simulate secondary 3-tier whitewater (airborne spray droplets, surface foam, submerged bubbles) True
Whitewater Budget Fraction of whitewater capacity spawned per second at full kinetic/curvature potential 0.5
Spray Velocity (m/s) Minimum liquid velocity required to spawn airborne spray droplets 2.5
Spray Max Neighbors Max liquid neighbors for spray emission (identifies detached droplets and sheets) 8
Air Drag (Spray) Quadratic aerodynamic air resistance on airborne droplets: a_drag = - C_drag * /v/ * v 0.15
Wave Crest Threshold Surface curvature threshold for wave crest spray emission (Ihmsen et al. 2012) 1.2
Wave Crest Weight Weighting of wave crest potential relative to trapped air 1
Trapped Air Weight Weighting of trapped air potential 1
Foam Curvature Trapped-air surface curvature potential needed to spawn surface foam 3
Foam Lifetime (s) Decay duration before surface foam dissipates 2
Surface Snapping Snaps surface foam to float directly on top of the liquid surface 0.8
Foam Repulsion Inter-particle cellular repulsion preventing foam clumping and generating organic Voronoi patterns 1
Foam Rafting Lifespan extension factor for dense foam rafts vs solitary bubbles 0.5
Bubble Min Neighbors Minimum liquid neighbors identifying fully submerged churning bubbles 20
Bubble Buoyancy Upward ascent acceleration scale for submerged bubbles 4
Fluid Drag Velocity drag coupling whitewater particles to base fluid movement 0.15

Lets different Atom materials act on each other, for example lava melting snow.

Outputs: Multiphase: Interaction between Atom materials. Accepts an Atom Multiphase

Setting What it does Default
Wetting Fluid moistens nearby Sand / Snow / Elastic; wet Sand and Elastic turn into Mud True
Wetting Rate (/s) How fast contact with fluid soaks adjacent porous particles 20
Mud Threshold Saturation wetness above which dry sand converts to flowing mud 0.6
Sand-Water Mixture Give water its own grid so it flows through sand by drag; wet sand gains cohesion instead of turning to mud. Costs a second grid False
Drag (/s) How fast water and sand velocities equalize in packed sand (low: water drains through) 40