Documentation5.4
Pro Particles Studio
Particle simulation, fluids, deformables, procedural effects, Pro Pyro, terrain, caching and output in Blender.
Start here¶
Choose the area that matches the task. Simulation & Effects covers setup and tuning, Output & Performance handles presentation and persistent results, Pro Terrain covers static landscapes, and Reference mirrors controls and menu structure for exact lookup.
Beginner TutorialsLearn particles from Emitters to Output Cache, then build Cloth, Soft Body and Strands projects.→
Getting StartedInstall the add-on and create a first simulation.→
Lists and NodesChoose the N-panel workflow or build the simulation in the Pro Physics graph.→
Simulation & EffectsDeformables, particle solvers, fields, procedural effects and Pro Pyro.→
Pro TerrainBuild landscapes with nodes, erosion and drawings, then export meshes and textures.→
Output & PerformancePost effects, caching, export, preview cost and VRAM.→
ReferenceEmitter, effect, Physics Node, post-effect, output and global controls.→
Product structure¶
Pro Particles Studio includes two connected simulation areas and a static terrain workflow:
- Pro Particles handles particle emitters, named groups, forces, interactions, fluids, deformables, logic, masks, data mapping, post effects, caching and Alembic output.
- Pro Pyro handles smoke, fire, combustion, dense and sparse volume simulation, GPU volume preview, VDB caching and particle/volume data exchange.
- Pro Terrain builds static heightfields with generators, erosion, masks, editable curves and surface color. It exports meshes, heightfields and textures.
The particle and Pyro systems can exchange data. Particles can emit Pyro channels, Pyro or VDB fields can drive particles, deformables can exchange motion and heat with live Pyro, and Mesher can combine particle and Pyro layers.
Browse documentation¶
WorkflowsCase StudiesIllustrated setups for constraints, fluids, materials, and growth
ConceptParticle GroupsAddress separate particle populations
OutputCaching & OutputPersistent playback and Alembic
OutputPost EffectsPoint Cloud, Trails, Instance and Mesher
PerformancePerformance & VRAMResolution, particles and preview cost
TerrainPro TerrainLandforms, erosion, drawing and export
SimulationPro PyroSmoke, fire and VDB workflows
Case StudySand PickupFLIP velocity driving granular sand