Particles and gas together
A Blaze solver can run beside any particle solver. Each gets its own domain. Both are simulated, cached and baked together, and scrubbing shows the particles and the gas.
Wiring
Section titled “Wiring”On the Simulation Output node:
- Wire the particle solver (or its mesher) to Simulation State.
- Wire the Blaze solver to Blaze Simulation.
The Output node’s Look input shades the gas.
The easiest start is a template: Demolition Dust (Impact) or Sand Dust (Atom).
Blaze Coupling
Section titled “Blaze Coupling”A Blaze Coupling node turns the particles of the primary solver into Blaze sources: smoke, heat, fuel and flame per particle. Connect its Blaze Sources output to the Blaze Solver’s emitters. Its input is the particle solver’s Simulation State.
| Setting | Default | What it does |
|---|---|---|
| Smoke per Particle (1/s) | 1 | Smoke added per emitting particle per second. It sums over particles, so dense regions emit more. |
| Heat (K) | 1793.15 | Temperature the gas around an emitting particle is heated toward. 1293 K and up is burning. |
| Fuel per Particle (1/s) | 0 | Fuel added per emitting particle. Above ignition it burns into flame. |
| Flame per Particle | 0 | Direct flame, for glowing embers. |
| Min Temperature (K) | 793.15 | Only particles at least this hot emit. 0 emits every particle. Hydro has no temperature. |
| Min Speed (m/s) | 0 | Only particles at least this fast emit, for dust kicked up by impacts. |
| Inherit Velocity | 0.5 | How much of the particles’ velocity the new gas takes on. |
| Materials | none | Atom materials that emit. Lava smokes, and the snow it melts does not. |
| Ramp with Temperature | off | Scales the rates and the heat from 0 at Min Temperature to full at Full Temperature, so cooling particles fade out. |
Particles block gas
Section titled “Particles block gas”With Particles Block Gas on, the particles are also moving obstacles. The gas cannot enter them and is pushed along with them, as debris moves through dust. Obstacle Radius (m) sets how close a cell’s centre must be to a particle to count as solid. 0 means only the cell the particle is in.
The splat runs on the GPU directly from the particle solver’s fields, on the dense and the sparse Blaze solver alike.
Impact debris
Section titled “Impact debris”For Impact the node has more options:
| Option | Default | What it does |
|---|---|---|
| Smoke per Break | 0 | Smoke puffed at every bond that breaks. |
| Fuel per Break | 0 | Fuel released at every bond that breaks. With Break Heat above ignition it burns. |
| Break Heat (K) | 0 | Temperature the gas at a fresh crack is heated toward. At or below ambient it is cold dust. |
| Debris Trails | off | The small debris splinters emit the rates above as they fly, fading as they die. |
| Gas Pushes Bodies | off | The gas pushes the chunks, so an explosion throws debris. It acts one frame late and never outruns the gas. |
| Gas Density (kg/m³) | 1.2 | Density of the gas pushing the bodies. Raise it for a stronger blast than the simulated gas speed alone would give. |
| Body Density (kg/m³) | 600 | Density of the chunks for the push (wood about 600, concrete about 2,400). Light debris flies further. |
| Drag Coefficient | 1 | How strongly the gas drags the bodies along. |
| Push Strength | 1 | Multiplier on the gas force. 1 is physical. |
| Gas Heats Bodies | 0 | How fast (1/s) chunks take on the gas temperature. Pieces thrown through fire come out hot and cool in clear air. 0 is off. |
A body is never made faster than the gas around it, so the coupling cannot feed energy into the scene.
- Give each solver its own domain, and size the Blaze box for where the particles will go.
- The temperature on a particle emitter (0 is ambient, 1 is 1,000 K hotter) drives thermal buoyancy and Blaze Coupling. Hydro ignores it.
See the Blaze Coupling reference.