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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.

Emitter ───────┐
Atom material ─┤
Forces ────────┼─► Atom Solver ─► (Surface / Instance Mesher) ─► Simulation Output
Colliders ─────┤
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.
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.

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.

Uniform, Velocity, Material, Temperature, Damage, Emitter and Wetness. Pick one in Viewport Display.