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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

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

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

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