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Geometry Nodes

BLUX writes simulation results as attributes on the BLUX_Render mesh (point domain). You can use them in any Geometry Nodes tree.

Attribute Meaning
velocity Particle velocity.
speed Velocity magnitude.
material_id Which material the particle belongs to.
temperature Particle temperature.
damage Accumulated damage.
wetness How wet the particle is.
blux_color The particle colour.

Add the Particle Attribute Reader (the BLUX_Particle_Data node group) with the Particle Attributes (Geometry Nodes) button in Viewport Display, or from the Add menus.

It outputs these sockets:

Geometry, Position, Velocity, Speed, Temperature, Material ID, Damage, Wetness, Color, Is Liquid (material ID 0) and Is Debris (material ID 99).

Use it to drive procedural debris instancing, secondary particle scattering, foam trails or vertex deformation.

For Impact shards, turn on Stream to Mesh Attributes in the Shard Inspector to write velocity, damage, cluster ID and sleep state into mesh attributes on every step or bake. Then use the Spreadsheet Editor or Geometry Nodes to inspect them.

Liquid surfaces are streamed by a Geometry Nodes tree that imports the cached PLY files. It is generated for you. The surface carries velocity, normals and the other attributes, so Cycles motion blur works. See Surface meshing.