Emitters
Particle Emitter
Section titled “Particle Emitter”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 |
Mesh Emitter
Section titled “Mesh 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 |
Impact Source
Section titled “Impact Source”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 |
Blaze Emitter
Section titled “Blaze Emitter”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 |
Blaze Coupling
Section titled “Blaze Coupling”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 |