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Emitters

Emits particles from a box, sphere or cylinder, in a burst or a continuous stream.

Inputs: Material: Physical material of the particles or pieces. Connect one mater

Outputs: Particles: A stream of particles or rigid pieces.

Setting What it does Default
Shape Shape of the region the particles spawn in BOX
Mode Whether the particles appear all at once or are poured in over several frames VOLUME
Stream Rate (/f) Most particles poured per frame while the stream runs. Higher is a thicker stream 1500
Start Frame Timeline frame when this emitter begins spawning particles 1
End Frame Timeline frame when continuous stream emission stops 250
Infinite / Recycle Automatically recycle drained or oldest particles so continuous streams never run out True
Particles Number of particles to emit (a stream’s total). Atom fills volumes at its grid resolution, up to this 50000
Location Centre of the emitter in world space, in m. Ignored when a helper or mesh object is assigned (0, 0, 1.3)
Rotation 3D Euler orientation of the emitter volume and velocity direction (0, 0, 0)
Dimensions Size in m: box X / Y / Z, sphere diameter, cylinder diameter and height. Ignored when a helper object is assigned (0.5, 0.5, 0.5)
Initial Velocity Speed and direction the particles start with, in m/s, rotated with the emitter (0, 0, 0)
Normal Speed Outward ejection speed along emitter surface normals (m/s) 0
Temperature Starting temperature: 0 is ambient, 1 is 1000 K hotter. Drives thermal buoyancy and Blaze Coupling; Hydro ignores it 1
Color Per-particle RGBA color carried through the cache as the color attribute (1, 1, 1, 1)
Phase ID Liquid Phase ID for multi-fluid liquids (e.g. 0 = Water, 1 = Oil/Glycerin) 0
Color From Where emitted particles take their color from (Vertex Color / UV Texture need a MESH source) SOLID
Mesh / Helper Custom Blender Mesh (when Shape=MESH) or the 3D helper object driving this emitter

Emits particles from the surface or volume of a mesh object, in a burst or a stream.

Inputs: Material: Physical material of the particles or pieces. Connect one mater

Outputs: Particles: A stream of particles or rigid pieces.

Setting What it does Default
Shape Shape of the region the particles spawn in. A Mesh Emitter always uses a mesh object MESH
Color Per-particle RGBA color carried through the cache as the color attribute (1, 1, 1, 1)
Phase ID Liquid Phase ID for multi-fluid liquids (e.g. 0 = Water, 1 = Oil/Glycerin) 0
Color From Where emitted particles take their color from (Vertex Color / UV Texture need a MESH source) SOLID
Mesh Object Blender Mesh object whose surface/vertices spawn particles
Deformed Mesh Show a copy of the object (<name>_BLUX_Deformed) that bends and moves with the material; the source object is hidden meanwhile False
Mode Whether the particles appear all at once or are poured in over several frames VOLUME
Stream Rate (/f) Most particles poured per frame while the stream runs. Higher is a thicker stream 1500
Start Frame Timeline frame when this emitter begins spawning particles 1
End Frame Timeline frame when continuous stream emission stops 250
Infinite / Recycle Automatically recycle drained or oldest particles so continuous streams never run out True
Particles Number of particles to emit (a stream’s total). Atom fills volumes at its grid resolution, up to this 50000
Location Centre of the emitter in world space, in m. Ignored when a helper or mesh object is assigned (0, 0, 1.3)
Dimensions Size of the emission region in m. Ignored when a mesh object is assigned; its bounds are used (0.5, 0.5, 0.5)
Initial Velocity Speed and direction the particles start with, in m/s, rotated with the emitter (0, 0, 0)
Normal Speed Outward ejection speed along mesh surface normals (m/s) 0
Temperature Starting temperature: 0 is ambient, 1 is 1000 K hotter. Drives thermal buoyancy and Blaze Coupling; Hydro ignores it 1

Turns a fractured mesh, or a collection of meshes, into rigid pieces for the Impact Solver.

Inputs: Material: Physical material of the particles or pieces. Connect one mater; Constraints: Glue bonds between pieces. Accepts Impact Constraint nodes.; Rebar: Reinforcement that holds pieces together. Accepts Impact Rebar

Outputs: Particles: A stream of particles or rigid pieces.

Setting What it does Default
Shard Collection Collection of fracture shards, or of ordinary meshes: every ordinary mesh in it (children included) becomes one rigid body, with its mass from its volume
Fracture Object The fractured mesh made by the Fracture tool, or one ordinary mesh to simulate as a single rigid body (a ball, a crate, a floor)
Simulation Mode How the pieces start: simulated, asleep, held until triggered, or fixed in place DYNAMIC
Connect Adjacent Pieces Glue the meshes of the Shard Collection to the pieces they touch so they hold together until hit. Off: the meshes are independent rigid bodies False
Connect Distance Pieces whose surfaces come within this distance count as touching. It is raised automatically to the spacing of the surface samples (a few centimetres on a brick-sized piece) 0.02
Trigger Radius (m) Distance threshold to trigger kinematic-to-dynamic transition (0 = contact only) 0
Wake Lookahead (m) Pre-impact directional lookahead distance along incoming projectile trajectory to awaken sleeping shards 0.5
Impact Energy Transfer Multiplier for forward momentum blowout transferred from projectiles into breached shards 1
Anchor Foundation Pin ground-level Voronoi shards as static foundation anchors False
Foundation Height % Height fraction from bottom of structure pinned as static anchors 0.1
Anchor Ceiling Pin top-level Voronoi shards as static ceiling anchors False
Ceiling Height % Height fraction from top of structure pinned as static anchors 0.1
Proximity Delay (s) Delay before awakening adjacent sleeping/kinematic shards (creates domino collapse) 0.2
Proximity Radius (m) Search distance beyond shard bounding sphere to detect moving dynamic chunks 0.4
Speed Threshold (m/s) Minimum speed of an active chunk to trigger neighbor awakening 0.1
Macro Clustering Group Voronoi shards into macro blocks holding together as single dynamic chunks False
Cluster Glue Strength Bond strength inside a cluster relative to bonds between clusters. Can only raise the value chosen in the Fracture dialog, not lower it 5
Cluster Break Impulse Impact impulse above which the macro cluster is flagged as dissolved in the shard telemetry. It does not weaken the bonds 120
Density Reference density in kg/m3 (concrete 2400, glass 2500, steel 7850). A shard’s blux_density custom property scales its weight 2400
Initial Velocity Velocity the whole assembly starts with, in world space (m/s). Shards that start kinematic or anchored (trigger modes, Static) do not move (0, 0, 0)
Initial Spin Spin the whole assembly starts with about its centre of mass, in world space (rad/s). Shards that start kinematic or anchored do not move (0, 0, 0)
Surface Material Give these shards their own friction and bounce, combined with the other surface at every contact (solver node’s Friction / Bounce Mix) False
Friction Sliding (dynamic) friction of these shards 0.6
Static Friction Holding friction of these shards (at least Friction) 0.6
Bounce Restitution of these shards 0.25

Adds fuel, smoke, heat and flame to a Blaze solver from a shape or a mesh object.

Outputs: Particles: A stream of particles or rigid pieces.

Setting What it does Default
Source What emits: a primitive (box, sphere, cylinder), a mesh’s surface or volume, a curve, points or a VDB volume SPHERE
Object Mesh or curve to emit from, or an object whose transform places the primitive
Location Centre of a primitive source in world space, m (a Source object’s position wins) (0, 0, 0.4)
Dimensions Dimensions of a primitive source, m (0.5, 0.5, 0.5)
Fuel (1/s) Fuel added per second inside the source (a cell holds at most half a second of it); burns into flame, heat and smoke 6
Smoke (1/s) Smoke density added per second inside the source (no burning needed) 2
Temperature (K) Temperature the gas inside the source is heated to, in kelvin; above the Combustion node’s ignition the fuel lights. At or below the ambient: no heat 1293.15
Flame Direct flame emission, on top of what burning fuel makes 0
Velocity Velocity given to the gas inside the source, m/s (0, 0, 0)
Trail (Object Motion) Animated sources pass their motion to the gas, so a moving torch leaves a trail True
Motion Inherit Fraction of the source object’s motion the gas takes on (1 = all of it) 1
Samples Points sampled along a curve source; for a Points source, the most points used (thinned evenly above it) 1500
Shell Thickness of a Mesh Surface emitter’s shell, in solver voxels 1
Use Attributes Read the source’s density, temperature, fuel and velocity attributes (mesh / point attributes, or a volume’s grids): density and fuel scale the rates, temperature sets or scales the emitter’s True
Temperature Attribute How a source’s temperature attribute is read: a factor on Temperature, or kelvin FACTOR
Start First frame the source emits 1
End Last frame the source emits 250

Lets particles from another solver emit smoke, heat and fuel into a Blaze simulation.

Inputs: Simulation State: The solver’s result. Pass it through meshers to the Simulation

Outputs: Blaze Sources: Blaze sources made from particles. Connect them to a Blaze solv

Setting What it does Default
Smoke per Particle (1/s) Smoke density added per emitting particle per second. Sums over particles, so dense particle regions emit more 1
Heat (K) Temperature the gas around an emitting particle is heated toward, in kelvin (1293 K and up is burning) 1793.15
Fuel per Particle (1/s) Fuel added per emitting particle per second; above ignition it burns into flame 0
Flame per Particle Direct flame per emitting particle (glowing embers) 0
Min Temperature (K) Only particles at least this hot emit, in K (on the particle scale 0 is 293 K, 1 is 1293 K). 0 emits every particle; Hydro has no temperature 793.15
Min Speed (m/s) Only particles at least this fast emit (dust kicked up by impacts) 0
Inherit Velocity How much of the particles’ velocity the new gas takes on 0.5
Materials Atom materials that emit (other engines: every particle)
Particles Block Gas The particles are also moving obstacles: gas cannot enter them and is pushed along with them (debris through dust). Sources inside them are blocked False
Obstacle Radius (m) Cells whose centre is this close to a particle are solid; 0 = only the cell the particle is in 0
Ramp with Temperature Scale the rates and the heat from 0 at Min Temperature to full at Full Temperature, so cooling particles fade out instead of switching off False
Full Temperature (K) Particles this hot (or hotter), in kelvin, emit at the full rates 1793.15
Smoke per Break Impact: smoke puffed at every bond that breaks (dust along the cracks) 0
Fuel per Break Impact: fuel released at every bond that breaks; with Break Heat above ignition it burns 0
Break Heat (K) Impact: temperature in K the gas at a fresh crack is heated toward. At or below ambient it is cold dust 0
Debris Trails Impact: the small debris splinters emit the rates above, fading as they die False
Gas Pushes Bodies Impact: the gas pushes the chunks, so an explosion throws debris. It acts one frame late and never outruns the gas False
Gas Heats Bodies Impact: how fast (1/s) chunks take on the gas temperature: pieces thrown through fire come out hot and cool in clear air. 0 = off 0
Gas Density (kg/m³) Density of the gas pushing the bodies (air: 1.2). Raise it for a stronger blast than the simulated gas speed alone would give 1.2
Body Density (kg/m³) Density of the chunks for the push (wood ~600, concrete ~2400): light debris flies further 600
Drag Coefficient How strongly the gas drags the bodies along (a rough chunk is about 1) 1
Push Strength Multiplier on the gas force (1 = physical) 1