Details
Combustion
Section titled “Combustion”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 |
Blaze Dissipation
Section titled “Blaze Dissipation”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 |
Blaze Turbulence
Section titled “Blaze Turbulence”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 |
Liquid
Section titled “Liquid”Liquid Two-Phase
Section titled “Liquid Two-Phase”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 |
Whitewater
Section titled “Whitewater”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 |
Atom Multiphase
Section titled “Atom Multiphase”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 |