Solvers overview
BLUX has four GPU solvers. Pick by the effect you want:
| I want to make… | Use | Notes |
|---|---|---|
| a campfire, fireball, smoke plume or thruster | Blaze | Grid-based gas. Output is an OpenVDB volume sequence. |
| water, oil, honey, a splash, a wave tank | Hydro | Particle liquids with a surface mesher and whitewater. |
| sand, snow, mud, jelly, slime, lava, bending metal | Atom | Material Point Method with eight material models. |
| a collapsing wall, shattering glass, a wrecking ball | Impact | Rigid bodies with Voronoi fracture and breakable bonds. |
Choosing a solver comes first. With no graph in the file, no solver is pre-selected, and the Templates menu lists every solver alike. Picking one builds a graph with that solver’s own nodes only. A graph that already exists keeps its nodes when you switch solver.
Combining solvers
Section titled “Combining solvers”A Blaze solver can run beside any particle solver (Atom, Hydro or Impact). Wire the particle solver to the Simulation Output’s Simulation State input and the Blaze solver to its Blaze Simulation input. Each gets its own domain, and both are simulated, cached and baked together. A Blaze Coupling node turns particles into gas sources, so lava can smoke or debris can raise dust. See Particles and gas together.
All solvers run on one real-time clock. A Blender frame advances 1/fps seconds of simulated time, multiplied by the solver node’s Time Scale (1.0 is real time, 0.15 is bullet time). The solver chooses how many substeps that needs.
Which nodes each solver reads
Section titled “Which nodes each solver reads”A solver reads only some node types. A node it does not read does nothing, and shows a warning on the node.
| Atom | Blaze | Hydro | Impact | |
|---|---|---|---|---|
| Emitters | Particle, Mesh | Blaze Emitter, Blaze Coupling | Particle, Mesh | Particle, Mesh, Impact Source |
| Materials | the eight Atom materials | none | Hydro Liquid | none |
| Gravity, Wind, Drag | yes | yes | yes | yes |
| Vortex, Turbulence, Attractor, Curve | yes | yes | yes | yes |
| Explosion | yes | yes | yes | yes |
| Buoyancy | yes | yes | no | no |
| Object Collider, Ground Plane | yes | yes | yes | yes |
| Kill Volume | yes | yes | yes | no |
| Blaze Outflow | no | yes | no | no |
| Particle Wrangle | yes | no | yes | yes |
| Field Wrangle | no | yes | no | no |
| Solver-specific details | Atom Multiphase | Combustion, Blaze Dissipation, Blaze Turbulence | Liquid Two-Phase, Whitewater | Constraint, Rebar, Debris, Joint, Group, Group Combine, Activation, Trigger |
| Meshers | Surface, Instance | none | Surface | none |
| Output modes | Points, Instances, Surface | Volume | Points, Surface | Points |
Buoyancy is left out of Impact because a rigid body needs a fluid surface to float on, which no node defines.
Every node, with its sockets and settings, is in the Node Reference.