Simulation & Effects¶
Guides for setting up and tuning deformables, particle solvers, fields, procedural effects and Pro Pyro. Use these pages for setup order, solver choices, interactions and performance implications. Use Reference when you need an exact control or Add Effect lookup.
Choose a system¶
| Area | Use it for |
|---|---|
| Deformables | topology-based Cloth, Soft Body and Strands |
| Particle Solvers & Materials | granular materials, particle constraints, PBF/SPH fluids, FLIP and MPM |
| Fields & Motion | generated flow fields, self gravity, spin and scale changes |
| Procedural | Dendrite growth, infection, explosion and particle limits |
| Pro Pyro | smoke, fire, combustion, volume preview, caching and particle/volume interaction |
Simulation guides and effect reference¶
Many particle simulation systems are added through Add Effect in Lists or as Effect nodes in Nodes. This section explains how those systems behave, how to build a working setup and which interactions or performance costs matter.
Reference > Effects follows the Blender Add Effect menu categories, so you can find controls by their location in the UI.
Deformables¶
Cloth, Soft Body and Strands are Emitter types rather than ordinary particle effects. They preserve mesh or curve topology and have dedicated material, contact, constraint and Pyro controls.
Particle Solvers & Materials¶
- Granular: sand, gravel, powder, soil, clay, snow and other contact-driven particle materials.
- Particle Constraints: distance-based particle links and constraint networks.
- PBF & SPH Fluids: particle-scale fluid solvers for incompressible and SPH-style behavior.
- FLIP Fluid: grid-particle liquid simulation with FLIP-specific sourcing, collision and output behavior.
- MPM: grid-particle material simulation for materials such as snow, sand and elastic or plastic solids.
Fields & Motion¶
- Flow Field: generated vector fields that can drive particle motion.
- Particle Self Gravity: attraction generated by the simulated particles themselves.
- Spin & Scale: angular motion and particle-scale changes over time.
Procedural¶
- Dendrite: branching growth stored during simulation and converted to geometry with the Dendrite post effect.
- Infection, Explosion & Limit: state propagation, explosive motion and population limiting.
Pro Pyro¶
Pro Pyro is the volume-simulation area for smoke, fire and combustion. Its guides cover domain setup, sources and colliders, physics, preview, caching, VDB export and two-way interaction with particles and deformables.