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Forces

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

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

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

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

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

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

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)

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

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