Atom overview
Atom is the continuum material solver. It uses the Moving Least Squares Material Point Method (MLS-MPM) on the GPU. Particles carry the material, and a background grid resolves collisions and pressure, so one solver handles sand piles, wobbling jelly, flowing mud, molten lava and breaking concrete.
The quickest start is an Atom template: Sand Bulldozer, Jelly Stairs, Mudslide or Sand Dust.
The graph
Section titled “The graph”Emitter ───────┐Atom material ─┤Forces ────────┼─► Atom Solver ─► (Surface / Instance Mesher) ─► Simulation OutputColliders ─────┤Multiphase ────┘| Node | Purpose |
|---|---|
| Particle Emitter or Mesh Emitter | Where the material starts. |
| Atom material | What the particles are made of. See Materials. |
| Forces | Gravity, wind, drag, buoyancy, vortex, turbulence, attractor, curve and explosion. |
| Colliders | Object Collider, Ground Plane and Kill Volume. |
| Atom Multiphase | Interaction between materials. See Wetting, melting and multiphase. |
| Particle Wrangle | Your own per-particle code. See Wrangles. |
| Atom Solver | Runs the simulation. |
| Surface Mesher or Instance Mesher | Draw the particles as a liquid surface or as instanced grains. |
Atom Solver settings
Section titled “Atom Solver settings”| Setting | Default | What it does |
|---|---|---|
| Mode | Explicit | Explicit is accurate and crisp. Position-Based is 3 to 4 times faster at few substeps but softer. |
| Resolution | Grid | Whether the grid is set directly or from the particle separation. |
| Grid | 64 | Background grid cells across the domain. Up to 256 the grid is dense, which is fastest. Above that, a sparse grid allocates only cells the material occupies. |
| Particle Separation (m) | 0.01 | Spacing of the particles a volume is filled with. The grid cell is twice this. |
| Max Particles | 1,000,000 | Particle capacity. Allocated in tiers of 250,000, 1 million and 4 million. |
| Domain Scale (m) | 2 | Edge of the cubic domain. At the same grid resolution, a larger domain is coarser. |
| Domain Object | none | Position of the domain’s centre. Unset keeps it centred on the origin, floor-aligned. |
| Domain Walls | Slip | How particles behave at the domain’s edges. |
| Seed | 0 | Random seed. The same seed reruns bit-identically. |
| Export Deformation | off | Caches each particle’s deformation gradient and plastic state for rendering and the GPU mesher. Adds 44 bytes per particle per frame. |
| Debris Points | off | Emits a point wherever material breaks, for secondary debris instancing. |
| Sleeping | off | Particles that stay slow for a while stop integrating until the material around them moves. |
See Time and stability for substeps, CFL and the time scale. Every setting is in the Solver reference.
Drawing the result
Section titled “Drawing the result”| Output mode | Use for |
|---|---|
| Points | A fast, accurate preview. |
| Instances | Sand and gravel as instanced grains. |
| Surface | Liquids and lava as a mesh. See Surface meshing. |
With sand or snow drawn as points, Micro-Grains renders several small grains per particle.
Colour modes in the viewport
Section titled “Colour modes in the viewport”Uniform, Velocity, Material, Temperature, Damage, Emitter and Wetness. Pick one in Viewport Display.