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Physics Nodes Reference

Reference for the Pro Physics graph: node connections, calculation order, Inspector controls and workflows available in Nodes.

Where to find it

Switch any Blender editor to Pro Physics, then use Shift+A to add nodes. The active scene owns one Pro Physics graph shared by Pro Particles and Pro Pyro. The Project sidebar contains scene controls and Graph Diagnostics; the Inspector sidebar contains the complete settings for the selected node.

For the Lists/Nodes workflow comparison and graph setup commands, see Lists and Physics Nodes.

Node families

Node family Main purpose Reference
Emitter, Source and Effect create particles or deformables and run simulation effects Particle and Effect Nodes
Fields, Streams, Masks and Color branch particle populations and build reusable per-particle values Fields, Streams and Masks
Components, Logic and Groups arrange effect settings, build conditions and actions, and reuse node groups Components, Logic and Physics Groups
Physics Events turn simulation events into processed event streams and actions Physics Event Nodes
Post Effects and Output convert the final simulation state to particles/geometry and persistent outputs Post Effect and Output Nodes
Pro Pyro build the Domain → Dynamics chain, sources, colliders, forces and Pyro mappings Pyro Nodes

Graph execution rules

Links define calculation order; node position does not. Only connected nodes that contribute to the scene's Simulation Output participate in the simulation.

  • A scene graph requires exactly one Simulation Output in the main graph. Simulation Output cannot live inside a Physics Group.
  • Particle effects require a Particles input. Source nodes must feed an Emitter before that emitter contributes particles.
  • Pro Physics sockets accept only compatible types. An incompatible connection is rejected immediately.
  • Links cannot form a cycle.
  • Blender Reroute nodes cannot carry Pro Physics connections. Connect sockets directly or use a Physics Group's inputs and outputs.
  • Muting an effect or component disables that operation without deleting its graph structure.
  • Post effects and export nodes consume the completed simulation state; intermediate-state snapshots are not supported.
  • A Pyro branch must end in Pyro Dynamics, which is the only Pyro stage allowed to connect to Simulation Output / Pyro.

Persistent problems are shown in Project > Graph Diagnostics and on the affected node. An invalid connection attempt is removed immediately; if Blender temporarily displaced a valid single-input link, Pro Physics restores that previous valid link.

A missing required input blocks simulation and identifies the affected node and socket. Warnings identify incomplete settings that contribute no result while allowing the rest of the graph to run. Field inputs with an editable value use that value when disconnected. Correcting a connection or parameter updates the diagnostics, including nodes inside Physics Groups.

Socket types

Socket color and shape identify what a connection carries. Connect compatible input and output types.

Socket type Carries Typical producers and consumers
Particle Stream particles after the preceding effects Emitter, Effects, Upres, Event sources, post effects, Simulation Output
Emission Source one Surface, Volume or Curve source definition Source nodes → Emitter Sources
Geometry Blender-facing generated or deformable geometry deformable Emitter, Point Cloud, Trails, Instance, Mesher, Dendrite → Output / Simulation Output
Float / Vector Field reusable per-particle numeric values Value/Field/Deformable Map → supported effect and deformable parameter inputs
Mask reusable 0–1 influence or selection Mask nodes / Mask Blend → Emitter, Effects, Fields and Logic conditions
Color Field reusable particle color expression Advanced Color → Emitter, Change Color, Collision, Emit Children
Settings ordered component configuration Spin, Limit, Flow Field, Fluid Mixer, Infection, Dendrite and Cloth constraint components
Logic Predicate / Program condition result and executable Logic program Logic nodes → Conditional Logic
Event Stream simulation events after any connected filters On … Event → filters/processors → event actions
Simulation an event action, cache or export Event actions and Output nodes → Simulation Output / Outputs
Pyro Source / Collider / Force Pyro sources, colliders and forces Pyro Source/Collider/Force → Pyro Domain
Pyro State the ordered Pyro stage chain Domain and optional stages → Dynamics → Simulation Output
Volume the live Pyro volume Pyro Dynamics → deformable Pyro coupling or Volume Advection
Pyro Mapping ordered Pyro data-mapping layers Pyro Map nodes → supported Pyro parameter mapping inputs

For ordered multi-input sockets, the order of the links controls calculation. Moving nodes on screen does not change it.

Node body and Inspector

Nodes show their most common controls. Select a node and open the Inspector for all settings, nested editors and error messages. Controls appear only when they apply to the current configuration.

Supported uniform properties can be converted to typed inputs with Expose as Socket. This is especially useful inside Physics Groups because each group instance can then supply its own value while the group definition remains shared. Per-particle variation should use Field, Mask or Color sockets instead of exposed uniform values.

Lists equivalents and Nodes-only behavior

Emitter, Effect, Post Effect and Pyro settings work the same way as in Lists. Nodes add connections for branching, sharing values and building reusable groups.

Nodes-only authoring includes:

  • Emitter Branch, Merge Disjoint Streams and Order Shared Stream to split, merge and order particle streams.
  • reusable Physics Groups with inputs and outputs, which can be saved as Blender assets.
  • processed Physics Event streams with filtering, accumulation, debounce, rate limiting and delay.
  • source-changing event actions such as Modify Data on Event, Change Group on Event and Break Constraint on Event.
  • component chains for Spin, Limit, Flow Field, Infection seeds, Fluid Mixer overrides, Dendrite branches and deformable constraints.
  • connected Logic conditions and actions, with nested Logic Loop zones.
  • reusable Field, Mask, Advanced Color and Pyro Mapping chains.
  • an Upres Particles output that can feed another post effect.

Lists remain the direct authoring workflow for the dedicated Emit Children trigger stack. In Nodes, an Emit Children effect is the continuous effect form; use Conditional Logic / Spawn for graph-authored trigger logic.

Node index

Use the pages below as the complete node lookup. Each page documents the node's sockets and graph-specific behavior and links to the detailed control reference where those controls are shared with Lists.