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Sources, forces and colliders

A Blaze Emitter adds fuel, smoke, heat and flame to the solver. The shape can be a sphere, box or cylinder, a mesh surface or volume, a curve, points, or a VDB volume.

  • A sphere, box or cylinder placed by an object takes that object’s size: an Empty’s display size times its scale, or any other object’s bounding box.
  • It has settings for Fuel, Smoke, Temperature, Flame and Velocity.
  • A moving source leaves a trail (Motion Inherit).
Shape How it is voxelized
Mesh Surface The mesh’s triangles are voxelized on the GPU into a shell, whose thickness is set in voxels.
Mesh Volume A closed mesh is filled.
Points Mesh vertices, a point cloud or Geometry Nodes points, each with its own velocity.
Volume Object A Volume object’s VDB file: density, temperature and fuel grids.

An evaluated mesh includes modifiers, Geometry Nodes and instances.

With Use Attributes on, attributes or grids on the source drive the emission:

Attribute Effect
density and fuel Scale the emitter’s rates.
temperature Scales the emitter’s temperature. Set to Kelvin, it is the absolute temperature.
velocity Sets the emission velocity.

The Burning Object template uses a temperature factor that is 1 only along the base of the prop, so the fire has to climb.

Force What it does
Gravity Gravity. Buoyancy scales with it.
Wind Global, or local with a radius.
Vortex / Tornado Swirl and suction about an axis, speed bounded.
Turbulence / Curl Noise Curl-noise acceleration.
Shockwave / Explosion A sphere, hemisphere or shaped charge. It adds heat and fuel.
Air Drag Damps the velocity.
Thermal Buoyancy An extra lift on hot gas.
Attractor Pulls or pushes gas toward a point.
Curve Path Flow and pull along a curve.

Blaze also reads a Field Wrangle for your own per-voxel code. See Wrangles.

Collider What it does
Object Collider Sphere, box or mesh. Moving objects push the gas.
Ground Plane A flat floor.
Kill Volume Removes gas inside it.
Blaze Outflow Removes chosen channels (smoke, fuel and so on) inside or outside a box, sphere or object. Lets gas leave through a region instead of bouncing back.

Mesh colliders are voxelized exactly from their evaluated triangles, with no sample limit. A closed mesh is solid inside, and a moving or deforming one pushes the gas with its own surface velocity.

Pockets of gas that are sealed in by obstacles are filled in as solid rather than solved, since nothing can flow in or out of them.

The scene tables (emitters, points, explosions, curve forces and colliders) are sized from the scene. Anything over the safety limits is reported in the solver warnings rather than dropped silently.

Every setting is listed in the Emitters, Forces and Colliders references.