Solvers
Atom Solver
Section titled “Atom Solver”Simulates sand, snow, mud, jelly and other continuum materials on the GPU.
Inputs: Emitters (several): Particle or rigid-piece sources for this solver. Accepts severa; Material: Physical material of the particles or pieces. Connect one mater; Forces (several): Forces that act on the simulation. Accepts several.; Colliders (several): Colliders, floors and sinks of the simulation. Accepts several.; Multiphase: Interaction between Atom materials. Accepts an Atom Multiphase
Outputs: Simulation State: The solver’s result. Pass it through meshers to the Simulation
| Setting | What it does | Default |
|---|---|---|
| Mode | Integration scheme: Explicit is accurate and crisp; Position-Based is 3x-4x faster at few substeps but softer | EXPLICIT |
| Resolution | How the background grid resolution is set | GRID |
| Grid | Background grid cells across the domain. Up to 256 the grid is dense (fastest); above it a sparse grid allocates only the cells the material occupies | 64 |
| Particle Separation (m) | Spacing of the particles a volume is filled with. The grid cell is twice this, so the resolution is Domain Scale / (2 x separation), 16 to 1024 cells | 0.01 |
| Grid Layout | Memory layout of the background grid | AUTO |
| Max Particles | Particle capacity. Volume emitters fill their shape at the grid’s particle spacing; past this the fill is sampled coarser. Allocated in tiers of 250k / 1M / 4M | 1000000 |
| PB Iterations | Position-based: constraint iterations per substep (more = stiffer, costlier) | 3 |
| Melting Point | Temperature (BLUX’s normalized scale) where snow melts and, with Freezing, water freezes | 0.35 |
| Latent Heat | Heat (in temperature units) snow absorbs at the melting point before it melts, and water gives back before it freezes: 0 melts at once | 0 |
| Freezing | Water colder than the melting point freezes into snow / ice once its latent heat is out | False |
| Export Deformation | Cache each particle’s deformation gradient and plastic state for rendering and the GPU mesher. Adds 44 bytes per particle per frame | False |
| Debris Points | Emit a point wherever material breaks (damage crosses the threshold) for secondary debris instancing; shown with the rigid-body debris points | False |
| Debris Damage | Damage a particle has to reach this frame to emit a debris point | 0.5 |
| Sleeping | Particles that stay slower than the sleep speed for the sleep time stop integrating until the material around them moves faster than the wake speed | False |
| Sleep Speed (m/s) | Particles slower than this for the Sleep Time go to sleep and stop being simulated | 0.02 |
| Sleep Time (s) | How long a particle must stay below the Sleep Speed before it falls asleep | 0.5 |
| Wake Speed (m/s) | Sleeping particles wake when the material around them moves faster than this. 0 uses twice the Sleep Speed | 0.1 |
| Substeps | Fixed substeps per frame when Auto Substeps is off. Each is 0.25 ms of simulated time (x Time Scale), so the result is slow motion | 20 |
| Auto Substeps (CFL) | Pick the substeps per frame automatically from particle speed and stiffness, for real-time motion. Off: use the fixed Substeps count | True |
| CFL | Max grid cells a particle may cross per substep (lower = safer, slower) | 0.5 |
| Min | Fewest substeps per frame with Auto Substeps on. Calm frames never go below it | 4 |
| Max | Substep ceiling per frame. Stiff materials (snow, rubber) need hundreds; above it the solver runs past its stability limit | 400 |
| Time Scale | Simulation speed multiplier (1.0 = real time with Auto Substeps on, 0.15 = bullet-time slow motion, 2.0 = fast-forward) | 1 |
| Domain Scale (m) | Edge length of the cubic simulation domain in m. At the same grid resolution a larger domain is coarser | 2 |
| Seed | Random seed of the particle sampling. A simulation reruns bit-identically for the same seed | 0 |
| Domain Object | World-space position of the simulation domain’s centre. Unset keeps the domain centred on the world origin, floor-aligned at its base | |
| Domain Walls | Boundary wall collision behavior at the edges of the Atom simulation domain | SLIP |
| Wetting | Fluid moistens nearby Sand / Snow / Elastic; wet Sand and Elastic turn into Mud | True |
| Wetting Rate (/s) | How fast contact with fluid soaks a particle | 20 |
| Mud Threshold | Wetness above which Sand and Elastic convert to Mud | 0.6 |
Blaze Solver
Section titled “Blaze Solver”Simulates smoke and fire on a GPU grid.
Inputs: Emitters (several): Particle or rigid-piece sources for this solver. Accepts severa; Forces (several): Forces that act on the simulation. Accepts several.; Colliders (several): Colliders, floors and sinks of the simulation. Accepts several.; Combustion: How fuel burns in a Blaze simulation. Accepts a Combustion node; Dissipation: How smoke fades and gas cools in a Blaze simulation. Accepts a; Detail (several): Extra detail for a Blaze simulation: turbulence and field wrang
Outputs: Simulation State: The solver’s result. Pass it through meshers to the Simulation
| Setting | What it does | Default |
|---|---|---|
| Voxel Size (m) | Edge of one gas cell, in metres: the resolution. Halving it gives 8x the cells where there is gas (the sparse backend only simulates bricks of 8x8x8 cells that hold gas) | 0.0625 |
| Size (m) | Dimensions of the domain box, in metres, centred on the world origin with its base at Z = 0 (a Domain object’s bounding box replaces it) | (4, 4, 4) |
| Domain Object | An object whose world bounding box is the domain box (position and size). Unset: Size, centred on the world origin with its base at Z = 0 | |
| Move With Object | The domain follows the Domain object every frame, in whole bricks, keeping the gas where it is in the world (a torch carried by a character, a vehicle’s trail). Sparse backend only | False |
| Backend | How the lattice is stored on the GPU | SPARSE |
| Time Scale | Simulation speed multiplier (1.0 = real time at 24 fps) | 1 |
| Buoyancy | Upward acceleration per 1000 K of heat, in m/s² at Earth gravity (it scales with the Gravity Force). A Buoyancy Force node adds to it | 1.6 |
| Smoke Weight | Downward pull per unit smoke density, in g | 0.25 |
| Wind (m/s) | Ambient wind the gas is dragged toward everywhere. A Wind Force node adds a local or global wind of its own | (0, 0, 0) |
| Wind Drag (1/s) | How fast the gas takes the wind’s velocity | 1.5 |
| Rest Reset (frames) | Baked VDBs carry two rest-position grids so render noise moves with the smoke; each restarts this often (the other half a period later) before it stretches too far | 24 |
| Ambient (K) | Temperature of the surrounding air, in kelvin (293 K = 20 C). Heat is measured from it | 293.15 |
| Advection | How the gas is carried along by the velocity field | AUTO |
| Multigrid Pressure Acceleration | 3-level Geometric Multigrid V-Cycle preconditioner with Red-Black SOR smoothing for 3x-5x faster pressure projection on 128³-256³ grids | True |
| Open Faces | Domain faces left open to ambient air: gas leaves, and air is drawn in, through an open face. A closed face is a wall. Order: -X, +X, -Y, +Y, -Z, +Z | (True, True, True, True, False, True) |
| Activity Threshold | Sparse backend: smoke, flame or fuel below this counts as empty air, so its bricks are freed | 0.01 |
Hydro Solver
Section titled “Hydro Solver”Simulates liquids with splashes, spray and foam on the GPU.
Inputs: Emitters (several): Particle or rigid-piece sources for this solver. Accepts severa; Material: Physical material of the particles or pieces. Connect one mater; Forces (several): Forces that act on the simulation. Accepts several.; Colliders (several): Colliders, floors and sinks of the simulation. Accepts several.; Two-Phase: A second fluid for a Hydro simulation. Accepts a Liquid Two-Pha; Whitewater: Spray, foam and bubbles for a Hydro simulation. Accepts a White
Outputs: Simulation State: The solver’s result. Pass it through meshers to the Simulation
| Setting | What it does | Default |
|---|---|---|
| Preset | Turnkey liquid and whitewater settings. Picking one overwrites the values below; Custom keeps yours | CUSTOM |
| Color Diffusion | Rate of molecular color blending when liquid streams collide | 0 |
| Phase Separation | Hydrophobic interfacial repulsion keeping immiscible liquid phases apart (e.g. Oil & Water) | 0 |
| Phase Density Ratio | Density of the second liquid (emitter Phase ID 1) relative to the first (Phase ID 0), e.g. 0.85 for olive oil on water | 0.85 |
| Domain Scale (m) | Edge length of the cubic liquid domain in m. Its walls contain the liquid | 2 |
| Domain Object | World-space position of the liquid domain’s centre. Unset keeps the domain centred on the world origin, floor-aligned at its base | |
| Time Scale | Simulation speed multiplier (1.0 = real time) | 1 |
| Substeps | Hydro substeps per frame (automatically adjusted by CFL acoustic sound speed) | 4 |
| CFL Safety | Courant-Friedrichs-Lewy stability number (lower = more stable at high sound speeds) | 0.4 |
| Particle Radius (m) | Effective radius of individual fluid particles and boundary kernel margin | 0.015 |
| Rest Density (kg/m³) | Reference liquid density at rest (1000 = water, 1260 = glycerin, 1800 = mud) | 1000 |
| Viscosity (Smoothed) | Artificial kinematic viscosity (higher = thicker, smoother fluid) | 0.01 |
| Surface Tension | Cohesion / surface tension strength (causes droplets to bead and round off) | 0.05 |
| Restitution | Boundary collision bounce restitution (0.0 = inelastic splash absorption, 0.8 = bouncy drops) | 0 |
| Wall Friction | Coulomb tangential friction along domain walls and colliders | 0.3 |
| Enable Whitewater | Simulate secondary 3-tier whitewater (airborne spray droplets, surface foam, submerged bubbles) | True |
| Whitewater Budget | Fraction of whitewater capacity spawned per second at full kinetic/curvature potential | 0.5 |
| Spray Velocity (m/s) | Minimum liquid velocity required to spawn airborne spray droplets | 2.5 |
| Foam Curvature | Trapped-air surface curvature potential needed to spawn surface foam | 3 |
| Foam Lifetime (s) | Decay duration before surface foam dissipates | 2 |
| Wave Crest Threshold | Surface curvature threshold for wave crest spray emission (Ihmsen et al. 2012) | 1.2 |
| Wave Crest Weight | Weighting of wave crest potential relative to trapped air | 1 |
| Trapped Air Weight | Weighting of trapped air potential | 1 |
| Air Drag (Spray) | Quadratic aerodynamic air resistance on airborne droplets: a_drag = - C_drag * /v/ * v | 0.15 |
| Surface Snapping | Snaps surface foam to float directly on top of the liquid surface | 0.8 |
| Foam Repulsion | Inter-particle cellular repulsion preventing foam clumping and generating organic Voronoi patterns | 1 |
| Foam Rafting | Lifespan extension factor for dense foam rafts vs solitary bubbles | 0.5 |
| Bubble Buoyancy | Upward ascent acceleration scale for submerged bubbles | 4 |
| Implicit Viscosity | Unconditionally stable implicit viscosity for thick honey/syrup/slime (Peer et al. 2015) | 0 |
| 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 |
Impact Solver
Section titled “Impact Solver”Simulates breaking and colliding rigid pieces: demolition, fracture and joints.
Inputs: Emitters (several): Particle or rigid-piece sources for this solver. Accepts severa; Forces (several): Forces that act on the simulation. Accepts several.; Colliders (several): Colliders, floors and sinks of the simulation. Accepts several.; Constraints (several): Glue bonds between pieces. Accepts Impact Constraint nodes.; Rebar (several): Reinforcement that holds pieces together. Accepts Impact Rebar; Debris (several): Chips and dust spawned when pieces break. Accepts Impact Debris; Joints (several): Joints between pieces. Accepts Impact Joint nodes.; Activation (several): When groups of pieces wake up. Accepts Impact Activation nodes.; Triggers (several): Trigger volumes and frame ranges. Accepts Impact Trigger nodes.
Outputs: Simulation State: The solver’s result. Pass it through meshers to the Simulation
| Setting | What it does | Default |
|---|---|---|
| Auto-Fit Domain | Automatically compute domain scale and position from the fractured asset bounding box with debris clearance margin | True |
| Debris Clearance Margin | Multiplier around the fractured asset allowing debris and shards to fly freely | 2.5 |
| Domain Scale (m) | Edge length of the cubic simulation domain in m. Used when Auto-Fit Domain is off | 2 |
| Domain Object | World-space position of the rigid/fracture domain’s centre. Unset keeps the domain centred on the world origin, floor-aligned at its base | |
| Time Scale | Simulation speed multiplier (1.0 = real time) | 1 |
| Substeps | Substeps per frame. More is more accurate for stacks and glued chunks, and slower | 10 |
| Solver Iterations | Constraint solver passes per substep. More makes glue and contacts stiffer, and is slower | 4 |
| Bond Stiffness | Stiffness of the elastic glue bonds that hold neighbouring chunks together | 1e+06 |
| Breaking Force | Tensile/shear constraint Lagrange multiplier threshold required to snap glue bonds | 45 |
| Chunk Friction | Coulomb surface friction for chunk-ground and chunk-chunk contacts | 0.6 |
| Chunk Restitution | Bounciness/elasticity of chunks upon impact | 0.25 |
| Restitution Threshold | Impacts slower than this (m/s) do not bounce, so resting stacks settle without jitter | 0.2 |
| Static Friction | Give shards a separate static friction that holds a resting contact; off uses Chunk Friction for both | False |
| Static Friction | Coulomb friction that holds a contact slower than the stick speed (at least Chunk Friction) | 0.8 |
| Stick Speed | Contacts sliding slower than this (m/s) can be held by static friction (never less than one substep of gravity) | 0.05 |
| Friction Combine | How the friction of two different surface materials combines at a contact | AVERAGE |
| Bounce Combine | How the restitution of two different surface materials combines at a contact | AVERAGE |
| CCD Speed | Chunks faster than this (m/s) are swept with continuous collision detection against the ground and box colliders to stop tunnelling. 0 keeps CCD always on | 3 |
| Yield Strain | Strain threshold beyond which bonds undergo permanent plastic ductile elongation (car crumpling / bent metal) | 0.08 |
| Creep Rate | Ductile metal plastic hardening/deformation rate | 0.4 |
| Splinters Per Snap | Secondary GPU micro-splinters / sparks spawned per snapped bond | 4 |
| Sound Speed | Speed of the stress wave a blast or heavy impact sends through the glued chunks (m/s): bonds only crack once the wave reaches them. Concrete ~3400, steel ~5100. 0 = instant | 0 |
| Rebar Stiffness | Tether stiffness of the rebar along the fractured body’s reinforcement curves (softer than the glue: a bar flexes) | 200000 |
| Rebar Yield Strain | Stretch, as a fraction of the bar length between two shards, beyond which the rebar yields and elongates permanently | 0.1 |
| Rebar Max Stretch | Most permanent elongation the rebar can take, as a fraction of the bar length between two shards. Past it the bar is stiff again; it never breaks | 0.5 |
| Rebar Creep Rate | How fast a yielding rebar takes up its overstretch as permanent elongation | 0.3 |
| Rebar Links | Tether anchor pairs at each joint where the bar passes from one shard to the next; more resist bending | 2 |
| Linear Sleep Speed | Linear velocity threshold below which chunks begin deactivation (m/s) | 0.04 |
| Angular Sleep Speed | Angular velocity threshold below which chunks begin deactivation (rad/s) | 0.06 |
| Sleep Delay Frames | Consecutive frames resting below speed threshold required before freezing | 12 |
| TGS Contact Damping | Temporal Gauss-Seidel velocity correction factor during contact resolution | 0.15 |
| Dynamic Re-Fracture | Enable hierarchical in-flight re-fracturing of shards upon high-energy impacts | True |
| Shatter Speed | Minimum relative normal approach speed required to trigger impact shattering (m/s) | 7.5 |
| Shatter Energy | Minimum impact energy per kilogram of shard, 0.5 v^2 (J/kg; 25 is about 7 m/s). Each doubling above it adds a piece | 25 |
| Max Fracture Depth | Maximum hierarchy levels a shard can be re-fractured (prevents infinite recursive subdivision) | 2 |
| Max Pieces | Most pieces one impact breaks a shard into (Voronoi cells around the impact) | 4 |
| Eject Speed | Speed the new pieces fly apart at, on top of the shard’s motion (m/s) | 1 |
| Min Shard Volume | Cutoff volume below which sub-shards will not fracture further (m^3) | 0.0005 |
| Plastic Deformation | Let glue bonds yield: stretched past the Yield Strain they lengthen permanently at the Creep Rate (bent metal, crumpled panels). Off: bonds stay elastic until they snap | True |