Skip to content

Components, Logic and Physics Groups

Use Component nodes to arrange an effect's settings, Logic nodes to combine conditions and actions, and Physics Groups to reuse a node setup with its own inputs and outputs.

Where to find it

Component nodes are under Shift+A > Components. Logic predicates/program blocks are under Shift+A > Logic Building Blocks; create Loop Begin/End with Add Logic Loop Zone. Existing group definitions appear under Shift+A > Physics Groups.

Components, Logic, groups and utilities

Family Use it for
Components arrange settings for an effect or emitter in a connected chain
Logic conditions, actions, If/Else and bounded loop programs
Physics Groups reuse node setups and save them as Blender assets
Utilities visual organization without changing simulation execution

Component chain rules

Component nodes output Settings and normally accept Previous to define sibling order. Node position is irrelevant. Muted components do not contribute. Connect components only to a compatible effect or emitter. Mixing component families or creating a cycle shows a graph error.

The complete component controls remain available in the Inspector.

Component node index

Node Connect to Role
Spin Layer Spin / Spin Components one ordered Spin operation; Rotation Range can own an Ease Curve
Limit Layer Limit / Limit Components one ordered limit/clamp operation
Flow Field Source / Operation Flow Field / Field Operations one source or processing step in the field pipeline
Infection Spatial Seed Infection / Spatial Seeds one object/radius/threshold seed for Spatial infection mode
PBF Material Override PBF Fluid / Material Overrides one emitter/group-targeted PBF material override
SPH Material Override SPH Fluid / Material Overrides one emitter/group-targeted SPH material override
Branches Branch Dendrite / Root Branches or another Branch / Child Branches art-directed branch growth layer
Network Branch Dendrite hierarchy angular network branch layer
Bethe Branch Dendrite hierarchy deterministic Bethe-lattice branch layer
Dendrite Branch Dendrite hierarchy crystal/dendrite branch layer
Attach deformable Emitter / Cloth Constraints pin source vertices to a target
Stitch deformable Emitter / Cloth Constraints create breakable links between selected vertices
Sew deformable Emitter / Cloth Constraints pull matching vertices together over the configured sew duration

PBF and SPH Material Override chains cannot be mixed. Dendrite Branch nodes use Previous Sibling for order at one hierarchy level and Child Branches for nesting. A Dendrite branch cannot be reused under multiple parents; duplicate it when the same configuration is needed in two places.

See Spin & Scale, Flow Field, PBF & SPH, Infection, Dendrite and Deformables for the detailed controls.

Logic nodes

Logic setups in Nodes and Lists are separate. Connect the final Program to the Conditional Logic effect.

Logic Condition

Input: Mask, required when using a Mask condition

Output: Condition

Tests one condition. Choose its type and evaluation mode in the node or Inspector. Conditions cover particle state, age/life, scalar/vector/color values, groups, neighbors, masks, events, random/interval/frame tests, emitter identity and persistent user data. See Conditional Logic.

Combine Conditions

Inputs: A, B
Output: Condition

Combines two conditions with And or Or. Use the Condition node's negative evaluation mode to reverse one condition.

Both inputs must be connected. A missing condition blocks simulation.

Logic Action

Inputs: Previous, optional Color fields for color-capable actions
Output: Program

Adds one action after the previous program. Actions can modify particle properties, groups, user data, freeze/unfreeze, delete, spawn or break out of a loop where that action is valid. Chaining through Previous defines execution order.

Logic If / Else

Inputs: Previous, Condition, If True, If False
Output: Program

Selects one of two action branches and runs it after Previous. It chooses which actions to run without splitting the particle stream.

Condition is required. Previous, If True and If False may be disconnected; an empty branch performs no action.

Logic Loop Begin / Logic Loop End

Use Add Logic Loop Zone to create a matched Begin/End pair. The surrounding frame is visual only; the zone identity and links define the loop.

Loop Begin accepts Previous and outputs Loop Body. Loop End accepts the completed Loop Body and outputs Program.

Loop types are:

  • For Index: inclusive Start/End with positive Step; maximum 4096 iterations.
  • For Each Particle: conditions read the iterated particle while actions modify the current owner particle.
  • For Each Neighbor: same ownership rule with a configured neighbor search Radius.

Zones can nest up to eight levels. Break exits the innermost loop. Spawn inside a Logic loop is invalid. Missing/mismatched boundaries are diagnosed at the responsible nodes.

See Conditional Logic for all conditions, actions and loop behavior.

Physics Groups

Select compatible nodes and use Node > Make Group or Ctrl+G. Crossing links become typed group sockets. Add an existing group definition from Shift+A > Physics Groups.

Group interface

Inside a Physics Group, Group Input and Group Output expose the typed interface. A Group socket carries a named particle-group selection. It accepts Group connections only, including a Group Value node. Use it to choose a particle group separately for each Physics Group instance. The Group sidebar can add, remove, reorder and rename sockets and edit defaults. Particle Stream, Fields, Masks, Geometry, Pyro data and the other supported Pro Physics types can cross the boundary.

A group may contain nested Physics Groups, but it may not contain Simulation Output. Recursive definitions are invalid.

Shared definitions and instances

A Physics Group node is an instance of one shared definition. Editing that definition updates every instance. Make Single User duplicates the definition for one instance. Ungroup expands one instance back into ordinary nodes while preserving resolvable local references.

Inside a group, FLIP profiles, collider cut-outs, Fluid Mixer sources and Physics Event targets refer to the emitters and effects in that group instance. A missing or ambiguous target shows an error.

Expose as Socket

In the Inspector, Expose as Socket converts a supported uniform setting into a typed input. Inside a Physics Group the matching Group Input is created and connected automatically, giving each instance its own value.

Supported settings include numbers, toggles, vectors, colors, menu choices, text, Objects and Collections. Only supported properties offer Expose as Socket. Parameters with an existing Field input use that input.

Physics Group assets

Use Mark as Asset to add a Physics Group to Blender's Asset Browser. The group remains an editable node setup that can be reused in other graphs.

Utility nodes

Use Frame to organize nodes. Blender Reroute does not support Pro Physics connections and shows an error. Connect the sockets directly or through a Physics Group's inputs and outputs.

Troubleshooting

  • A component will not connect: that component type is not supported by the connected effect or emitter.
  • A Dendrite branch reports multiple parents: duplicate the Branch node instead of reusing one Settings output in two hierarchy positions.
  • A Logic effect reports no Program: connect the final Logic Program output to Conditional Logic / Program.
  • A grouped graph reports Simulation Output inside a group: move Simulation Output back to the main scene graph.
  • A group reference becomes ambiguous: make the intended emitter/effect relationship local and unambiguous within that group instance.
  • A Reroute appears red: remove it and connect the Pro Physics sockets directly.