Output
Simulation Output
Section titled “Simulation Output”The end of the graph: sets how the result is shown in the viewport, meshed and rendered.
Inputs: Simulation State: The solver’s result. Pass it through meshers to the Simulation; Blaze Simulation: An optional Blaze simulation shown together with the particle s; Look: The Blaze Look that shades the volume.
| Setting | What it does | Default |
|---|---|---|
| Color Mode | What colors the particles in the viewport and in the automatic render material | UNIFORM |
| Point Size | Size of the particle points in the viewport, in pixels | 4 |
| Render Material | Material the rendered particles / liquid surface use instead of the automatic BLUX material (e.g. a honey or glass-water shader). Empty: the automatic look for the material type | |
| Color | Particle color in the viewport when Color Mode is Solid Color | (0.92, 0.72, 0.35, 1) |
| Render Mode | How the simulation is drawn in the viewport and render: points, grains, a surface or a volume | POINTS |
| Viewport Volume Preview | Raymarch the smoke and fire in the 3D viewport, shaded by the Blaze Look node | True |
| Depth Occlusion | Stop the viewport preview’s rays at scene geometry, so a mesh inside the smoke hides what is behind it (reads the viewport depth back when the view changes) | True |
| Bake on Preview | A Live run caches its frames (VDB at the Live settings: smoke, heat, fuel and flame, no velocity or rest grids), so the timeline scrubs after Pause; Keep as Bake makes them the bake | False |
| Half-Float VDB | Store the cached VDB grids as 16-bit floats: half the disk space, about three significant digits | False |
| Checkpoint Every | Blaze bakes: write the solver’s full state every this many frames, so a bake can resume, or be re-run from a frame, without starting over (0: never) | 10 |
| Mode | What Run does for a Blaze simulation | LIVE |
| Upres | Resolution of the upres’d smoke, fire and heat, relative to the simulation | 2 |
| Upres Turbulence | Amplitude of the sub-grid turbulence, relative to the estimate from the simulation’s own turbulent energy (Kolmogorov). 0 keeps only the smooth upsampled gas | 1 |
| Micro-Grains | Point Cloud SAND / SNOW: small grains rendered per particle (1 = off) | 7 |
| Voxel Size | Cell size of the Blender Native surface, in meters. Smaller is finer and slower. | 0.035 |
| Particle Radius | Radius of each particle when drawn or meshed, in meters. Larger closes gaps between particles. | 0.045 |
| Smooth Iterations | Passes that smooth the Blender Native surface. 0 keeps the particle bumps; more is softer. | 4 |
| Iso Threshold | Where the Blender Native surface sits. Higher gives a thinner surface, lower a fuller one. | 0.15 |
| Whitewater Spray | Simultaneously output high-speed airborne spray & foam point spheres alongside the smooth OpenVDB surface mesh | False |
| Spray Speed (m/s) | Minimum particle speed required to spawn secondary whitewater spray droplets | 1.8 |
| Narrow-Band Culling | Filter interior particles before OpenVDB meshing for 40-70% faster meshing with zero surface holes. Hydro liquids only: only Hydro reports which particles are on the surface | True |
Blaze Look
Section titled “Blaze Look”Sets how smoke and fire are shaded in the viewport and in renders.
Outputs: Look: The Blaze Look that shades the volume.
| Setting | What it does | Default |
|---|---|---|
| Preset | Set every value below for a kind of effect; they stay editable | CUSTOM |
| Density (1/m) | Extinction per metre of smoke at simulated density 1 (Principled Volume density) | 5 |
| Smoke Color | Scattering colour (albedo) of the smoke | (0.18, 0.18, 0.18) |
| Absorption Color | Tint of the light the smoke absorbs (Principled Volume); black absorbs all channels | (0, 0, 0) |
| Smoke Brightness | Multiplies the smoke colour: how much light it scatters back (above 1 is not physical) | 1 |
| Shadow Fill Color | Light added to the smoke everywhere, so shadowed smoke keeps this tint | (0, 0, 0) |
| Shadow Fill | Strength of the Shadow Fill Color (0: off) | 0 |
| Anisotropy | Forward (+) or back (-) scattering; positive gives backlit smoke a bright rim | 0.35 |
| Density Min | Simulated density below this renders as clear air (cuts thin haze) | 0 |
| Density Max | Simulated density above this renders as this | 10 |
| Density Gamma | Shape between Min and Max: above 1 thins the wisps and keeps the core, below 1 thickens them | 1 |
| Density Boost by Heat | Density x (1 + this x the remapped temperature): above 0 hot gas renders denser, below 0 thinner, so a fireball’s burning core shows through its soot (-1: clear where hottest) | 0 |
| Fire Color | How the flame is colored: from the gas temperature, or from a color ramp you set | BLACKBODY |
| Temperature Min (K) | Kelvin at the start of the fire colour range (no glow below it) | 700 |
| Temperature Max (K) | Kelvin at the end of the fire colour range (full brightness) | 2200 |
| Auto Temperature Range | Measure the simulated flame’s temperature range (5th to 98th percentile) and show it as the display range below; a bake writes it, a live run measures each frame. Off: map the Source range you set | True |
| Source Min (K) | Simulated kelvin shown as Temperature Min | 700 |
| Source Max (K) | Simulated kelvin shown as Temperature Max | 2200 |
| Fire Intensity | Emission per metre of full flame at Temperature Max | 4 |
| Fire Exposure | Fire brightness in stops (each +1 doubles it) | 0 |
| Glow From | Which gas glows: only the flame, or every hot cell by its temperature | FLAME |
| Burn Emission | Extra glow where fuel burns right now (the burn grid) | 0.5 |
| Fire Ramp | Holds the Color Ramp of the Color Ramp fire mode | |
| Soot Mask | How much dense smoke hides the glow inside it (0: off) | 0 |
| Mask Density | Simulated density where the mask is half on | 2 |
| Mask Width | Density range over which the mask fades in | 2 |
| Fire Lights Smoke | Smoke near the fire glows with its light (a blurred emission grid, baked with the frames) | True |
| Scatter Intensity | Strength of the fire light the smoke catches | 1 |
| Scatter Radius (m) | How far the fire light spreads, m (applies to the next bake; the viewport shows it live) | 0.5 |
| Scatter Occlusion | How much smoke in between blocks the fire light (next bake) | 0.5 |
| Scatter Tint | Colour of the fire light on the smoke | (1, 0.85, 0.7) |
| Sub-Voxel Detail | Noise that moves with the gas, below the voxel size, on the smoke edge and in the flame | 0.6 |
| Detail Scale | Noise features per voxel | 3 |
| Fire Lights the Scene | A point light at the flame centroid whose power and colour follow each baked frame (keyframed when the bake ends) | False |
| Fire Light Strength | Multiplies the fire light’s power (1: the fire’s own radiated power) | 1 |
Surface Mesher
Section titled “Surface Mesher”Turns liquid particles into a smooth surface mesh, with optional spray, foam and bubbles.
Inputs: Simulation State: The solver’s result. Pass it through meshers to the Simulation
Outputs: Simulation State: The solver’s result. Pass it through meshers to the Simulation
| Setting | What it does | Default |
|---|---|---|
| Mesher | Which mesher builds the liquid surface; Production and GPU are baked, Blender Native is live | PRODUCTION |
| Resolution | Marching cubes cell size as a multiple of the particle radius. Smaller resolves finer droplets and sheets but follows more of the particle noise: 0.75 is production, 0.5 hero detail, 1.0 a quick look | 0.75 |
| Smoothing | Smoothing strength of the surface, rescaled with Resolution. Removes per-particle bumps while keeping thin sheets and droplets | 15 |
| Iso Threshold | Colour-field value where the surface sits. Higher pulls it in, lower fattens it | 0.6 |
| Kernel Radius | Hydro smoothing length as a multiple of the particle radius (2.0 matches the BLUX Hydro solver) | 2 |
| Particle Scale | Radius the surface is built with, relative to the simulation’s. Above 1 closes gaps between sparse particles at the cost of a softer, fuller surface | 1 |
| Mesh Cleanup | Remove marching-cubes sliver triangles (Moore & Warren). Off uses the faster barnacle decimation | True |
| Normal Smoothing | How much the surface normals are smoothed, for an even highlight. Smooths along the surface without crossing creases. 0 keeps the raw normals | 10 |
| Fit to Boundaries | Build the surface up to the floor, the domain walls and the colliders instead of closing a particle radius above them. Off leaves the gap the particles keep from a wall, which a glass shader shows as silvery patches under the liquid. Box colliders, spheres, ground planes and box-like or flat meshes are fitted; other mesh colliders keep a small gap | True |
| Keep as Spray | Draw the pieces removed by Min Droplet Size as small spray droplets instead of deleting them | True |
| Min Droplet Size | Remove detached surface pieces smaller than this many particle radii across (one particle is about 2.6, two about 4.5). 0 keeps everything | 4.8 |
| Anisotropy Cap | GPU mesher: max stretch of a particle’s kernel, longest over shortest axis. Higher keeps thin sheets connected; 1 gives round kernels | 3.5 |
| Shape from Deformation | GPU mesher, Atom: shape each particle’s kernel from its deformation gradient (the material’s own stretch) instead of from its neighbours. Needs Export Deformation on the Atom solver | False |
| Position Smoothing | GPU mesher: smoothing passes that even out the particle lattice before the surface is built, without shrinking the liquid | 2 |
| Enable Anisotropy | Yu & Turk 2013 anisotropic covariance tensor to eliminate particle bumpiness in reconstructed surface | False |
| Max Stretch Ratio | Cap on the ratio between largest and smallest principal axis | 4 |
| Radius Scale | Smoothing neighborhood radius multiplier for covariance tensor | 2 |
| Min Neighbors | Particles with fewer neighbors than this fall back to an isotropic sphere instead of a noisy covariance fit | 4 |
| Live Mesh Preview | Also mesh frames while the simulation runs live, at preview resolution and newest-frame-only. Off: the surface is built when baking (or with Re-mesh) | False |
| Preview Resolution | Cell size of the live preview mesh, x particle radius (never finer than Resolution) | 1 |
| Whitewater | Simulate spray, foam and bubbles on the GPU, cached per frame and shown as points on the BLUX_Whitewater object | True |
| Amount | Overall emission multiplier | 1 |
| Max Particles | Whitewater pool size on the GPU (about 72 bytes each) | 2000000 |
| Trapped Air | Particles per liquid particle per second where colliding flow traps air | 300 |
| Wave Crests | Particles per liquid particle per second at breaking wave crests | 300 |
| Min Speed | Liquid slower than this emits nothing (m/s) | 0.5 |
| Full Speed | Liquid at this speed emits at the full rate (m/s) | 3 |
| Foam Lifetime | Seconds foam lives on the surface before it dissolves | 4 |
| Spray Air Drag | Air resistance on spray droplets (1/s) | 0.4 |
| Buoyancy | Bubble rise, as a multiple of gravity | 2 |
| Drag | How strongly bubbles are carried along by the liquid (0..1) | 0.5 |
| Substeps | Whitewater advection substeps per frame | 4 |
| Collide With Obstacles | Collide spray, foam and bubbles with the scene’s colliders (ground planes, spheres, boxes and mesh obstacles) using each one’s friction and bounciness. Moving obstacles carry whitewater along | True |
| Stickiness | How much a droplet clings to an obstacle instead of bouncing off it: 0 bounces with the surface’s bounciness, 1 sticks to it like a wet wall | 0.6 |
| Spray Size | Render size of a spray droplet, as a multiple of the particle radius | 0.2 |
| Foam Size | Render size of a foam particle, as a multiple of the particle radius | 0.3 |
| Size Variation | How much whitewater particles of one kind differ in size. 0 makes them identical beads; higher gives many small and a few large particles around the same average size | 0.6 |
| Spray Stretch | How much spray droplets are stretched along their direction of travel. 0 keeps them round; higher gives streaks. The stretch follows the droplet’s speed | 1 |
| Droplet Size | Size of the spray droplets that replace the removed surface pieces, as a share of the piece they came from | 0.5 |
| Foam Display | Where whitewater foam is drawn: as particles, as foam on the liquid surface, or both (the particles then shrink so the surface foam carries the look) | BOTH |
| Foam Reach | How far a foam particle tints the liquid surface around it, in particle radii | 1.8 |
| Bubble Size | Render size of a bubble, as a multiple of the particle radius | 0.3 |
| Auto-Fit Solver Radius | Automatically calculate optimal voxel size and meshing radius from the upstream solver to eliminate clumpy metaballs | True |
| Voxel Size | Cell size of the Blender Native surface, in meters. Smaller is finer and slower. | 0.012 |
| Particle Radius | Radius of each particle when drawn or meshed, in meters. Larger closes gaps between particles. | 0.02 |
| Smooth Iterations | Passes that smooth the Blender Native surface. 0 keeps the particle bumps; more is softer. | 6 |
| Iso Threshold | Where the Blender Native surface sits. Higher gives a thinner surface, lower a fuller one. | 0.2 |
| Whitewater Spray | Simultaneously output high-speed airborne spray & foam point spheres alongside the smooth OpenVDB surface mesh | True |
| Spray Speed (m/s) | Minimum particle speed required to spawn secondary whitewater spray droplets | 1.8 |
| Whitewater Scale | Visual scale multiplier for whitewater particles (spray, foam, bubbles) in the render | 1 |
| Output | Whether this node outputs a meshed liquid surface or a Blaze volume | SURFACE |
| Narrow-Band Culling | Filter interior particles before OpenVDB meshing for 40-70% faster meshing with zero surface holes. Hydro liquids only: only Hydro reports which particles are on the surface | True |
Instance Mesher
Section titled “Instance Mesher”Draws every particle as an instanced shape, for sand grains, gravel or debris.
Inputs: Simulation State: The solver’s result. Pass it through meshers to the Simulation
Outputs: Simulation State: The solver’s result. Pass it through meshers to the Simulation
| Setting | What it does | Default |
|---|---|---|
| Grain Radius | Radius of each instanced grain, in meters | 0.045 |