Skip to content
AnimationStudiosBLUX Physics SuiteGet BLUX
Discord

Quick setups

The three quick setups build a complete graph around the active mesh. They are in the Scene Setup panel and in Add > Blux Physics. After the click, a redo panel lets you change the options.

For fire and liquid, if no mesh is active, BLUX creates a small icosphere at the 3D cursor and uses it. Demolition needs a mesh.

Converts the mesh into a fire and smoke emitter with a domain fitted to the mesh, the Blaze volume material and the live viewport preview.

Option Choices
Emission Mode Fire & Smoke (fuel rate 3, smoke rate 4, 1893 K), Fire Only (fuel 4, smoke 0.6, 2293 K, brighter), Smoke Only (no fuel, smoke 6, 1093 K, no flame)
Grid Resolution 48³ (fast preview), 64³ (standard, default), 96³ (high detail)

The emitter is a mesh-volume Blaze Emitter. A Campfire look is applied for Fire & Smoke, a Torch look for Fire Only.

Converts the mesh into a liquid emitter. It sets up a Hydro simulation with a domain fitted to the mesh, a ground plane, a Surface Mesher and a water material.

Option Choices
Particles Target particle count. Default 15,000 (1,000 to 500,000).
Emission Mode Drop / Splash (Volume) spawns all the liquid at the start frame. Inflow (Stream) pours it continuously.

Fractures the mesh into Voronoi shards, glues them with breakable bonds, adds a ground plane and fits the simulation domain.

Option Choices
Shard Count Number of pieces. Default 20 (3 to 500).
Material Concrete, Brick / Mortar, Wood or Glass.

It calls the same tool as Fracture Selected Mesh, so you can use that for more control (patterns, rebar, clustering).

  • Toggle Collider (Add menu): makes the active object a collider for the simulation, or removes the collider.
  • Set Up Projectile Impact: makes the active object a high-speed projectile with swept collision detection, and links it to the fracture source with foundation anchoring and wake lookahead.