Skip to content
AnimationStudiosBLUX Physics SuiteGet BLUX
Discord

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.

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.

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.