Forces
Gravity Force
Section titled “Gravity Force”Pulls everything in one direction; without it nothing falls.
Outputs: Force: A force. Connect it to a solver’s Forces input.
| Setting | What it does | Default |
|---|---|---|
| Gravity (Z-Up) | Gravity acceleration in m/s² (Z up); Blaze buoyancy and smoke weight scale with its length | (0, 0, -9.8) |
| Air Damping | Air drag that slows moving particles and bodies (Atom, Hydro and Impact). 0 is none | 0.03 |
| Thermal Buoyancy (+Z) | Atom only: how strongly hot particles rise (negative sinks them). 0 is off | 0 |
Wind Force
Section titled “Wind Force”Pushes particles or gas along a direction, with optional gusts.
Outputs: Force: A force. Connect it to a solver’s Forces input.
| Setting | What it does | Default |
|---|---|---|
| Target Object | Optional Blender Object/Empty whose 3D rotation (+Z axis) aims the wind acceleration | |
| Wind Strength (m/s²) | Wind along the Target’s +Z: speed in m/s for Blaze, acceleration in m/s² for particles | 8 |
| Wind Accel (m/s²) | Wind without a Target: velocity in m/s for Blaze, acceleration in m/s² for particles | (3, 0, 0) |
| Helper Center (Z-Up) | Centre of a local wind (Radius above 0) without a Target, m | (0, 0, 1) |
| Air Damping | Particle solvers: velocity damping per substep (Blaze uses Drag instead) | 0 |
| Radius (m) | Blaze: 0 = the wind blows everywhere; above 0 it blows only within this distance of the centre (the Target, else the Helper Center), fading out toward the edge | 0 |
| Falloff | Blaze: how a local wind fades toward its radius (0 = hard edge, 1 = linear, 2 = quadratic) | 1 |
| Drag (1/s) | Blaze: how fast the gas takes the wind’s velocity | 1.5 |
Drag Force
Section titled “Drag Force”Slows particles down, like moving through air or a thick medium.
Outputs: Force: A force. Connect it to a solver’s Forces input.
| Setting | What it does | Default |
|---|---|---|
| Air Damping | Fraction of the velocity lost per second (Blaze: adds -ln(1 - damping) /s to the velocity damping; particle solvers: per substep) | 0.03 |
Buoyancy Force
Section titled “Buoyancy Force”Makes hot particles or gas rise and cold ones sink.
Outputs: Force: A force. Connect it to a solver’s Forces input.
| Setting | What it does | Default |
|---|---|---|
| Thermal Buoyancy (+Z) | Lift of hot material, m/s² (Blaze: added to the solver’s buoyancy, per 1000 K of heat) | 15 |
Vortex Force
Section titled “Vortex Force”Spins particles around an axis, from a gentle swirl to a tornado.
Outputs: Force: A force. Connect it to a solver’s Forces input.
| Setting | What it does | Default |
|---|---|---|
| Target Object | Optional Blender Object/Empty whose 3D position drives the vortex center | |
| Swirl Strength | Swirl around the axis, m/s² (the sign sets the direction: + is counter-clockwise seen from the axis tip) | 12 |
| Radial Suction | Pull toward the axis, m/s² (negative pushes outward) | 4 |
| Center (Z-Up) | Centre of the vortex axis without a Target, m | (0, 0, 1) |
| Rotation | Euler rotation (XYZ) orienting the Vortex spin axis from local +Z | (0, 0, 0) |
| Radius (m) | Blaze: distance from the axis the vortex reaches (it fades to zero there). The swirl settles at about sqrt(strength x radius) instead of speeding up forever | 1 |
| Falloff | Blaze: how the swirl fades toward the radius (0 = hard edge, 1 = linear, 2 = quadratic) | 1 |
Turbulence Force
Section titled “Turbulence Force”Adds random swirling motion that breaks up straight flow.
Outputs: Force: A force. Connect it to a solver’s Forces input.
| Setting | What it does | Default |
|---|---|---|
| Strength (m/s²) | Noise acceleration, m/s² | 12 |
| Eddy Frequency | Particle solvers: eddies across the domain (higher = finer). Blaze uses Eddy Size | 6 |
| Animation Speed | How fast the noise changes (Blaze: how fast the eddies drift, m/s) | 1.5 |
| Eddy Size (m) | Blaze: size of the noise eddies (particle solvers use Eddy Frequency) | 0.5 |
Attractor Force
Section titled “Attractor Force”Pulls particles toward a point or an object, or pushes them away.
Outputs: Force: A force. Connect it to a solver’s Forces input.
| Setting | What it does | Default |
|---|---|---|
| Target Object | Optional Blender Object/Empty whose 3D position drives the attractor center | |
| Strength (+Pull / -Push) | Acceleration toward the centre, m/s² (negative pushes away) | 18 |
| Radius (m) | Distance the attractor reaches (it fades to zero there), m | 1.2 |
| Falloff Power | How the pull fades toward the radius (0 = hard edge, 1 = linear, 2 = quadratic) | 1 |
| Center (Z-Up) | Centre without a Target, m | (0, 0, 1) |
Curve Force
Section titled “Curve Force”Moves particles along a curve in the scene, like a river or a pipe.
Outputs: Force: A force. Connect it to a solver’s Forces input.
| Setting | What it does | Default |
|---|---|---|
| Curve Object | 3D Blender Curve (or Mesh) guiding tangential flow and radial pull | |
| Flow Speed | Tangential acceleration along the 3D curve direction (m/s²) | 12 |
| Center Pull | Radial acceleration pulling particles toward the curve centerline (m/s²) | 8 |
| Tube Radius | Radius of influence around the 3D curve tube (m) | 0.65 |
Explosion Force
Section titled “Explosion Force”A one-time blast that pushes particles and gas outward and can heat them.
Outputs: Force: A force. Connect it to a solver’s Forces input.
| Setting | What it does | Default |
|---|---|---|
| Target Object | Optional Blender Object/Empty whose 3D location drives the detonation epicenter | |
| Blast Impulse | Outward acceleration of the blast, m/s^2 (rigid bodies: also the fracture power) | 35 |
| Blast Radius (m) | Outer radius of the radial shockwave and thermal flash | 1.1 |
| Trigger Frame | Frame number when the detonation shockwave fires | 10 |
| Duration (Frames) | Number of frames the shockwave blast wave remains active | 4 |
| Thermal Flash Heat | Flash heat of the blast: particle solvers heat their particles by this (snow melts); Blaze heats the gas by up to 2000 K x this and adds a fuel burst | 0.85 |
| Epicenter (Z-Up) | Epicentre without a Target, m | (0, 0, 0.55) |
| Shape | How the blast pushes (Blaze: also where its heat and fuel go). Atom and Hydro treat every blast as a sphere | SPHERE |
| Direction | Direction of a shaped charge when there is no Target object (a Target pushes along its local +Z) | (0, 0, 1) |
| Cone Half-Angle | Half-angle of a shaped charge’s cone | 0.785398 |