Skip to content

Particle and Pyro Interaction

Transfer particles into Pyro sources or use live/baked volume fields to move particles and persist Pyro channels on them.

Pro Particles and Pro Pyro are separate simulation systems that can exchange particles, motion and persistent volume-style fields.

Pro Particles to Pro Pyro

  • Lists workflow: in a Pyro emitter choose Shape = Particles and Particle Source = Pro Particles.
  • Nodes workflow: connect one Particle Stream branch to a Pyro Source, then connect that source to Pyro Domain / Sources. The connection selects that exact particle-emitter branch. The particle branch must also remain part of the executable Particle graph by reaching Simulation Output. Particle Stream links require Particles to use Nodes; with Particles on Lists, leave the socket unconnected and use the Pyro Source particle-source controls instead.
  • Group (shown as Group Filter when a Particle Stream is connected in Nodes): selects a named Pro Particles group. Choose All Groups to read every group from the selected particle source.
  • Use Particle Color: transfers source-particle color to emitted Pyro color.
  • Use Particle Radius: uses particle radius as emission radius; when disabled, Override Radius supplies a fixed radius.
  • Velocity Multiplier: scales the particle motion inherited by emitted Pyro data.

Pro Pyro or VDB to Pro Particles

  • Lists workflow: add Volume Advection and set Source to Pro Pyro for the live Pyro field or VDB Volume for an external/baked volume.
  • Nodes workflow: connect Pyro Dynamics / Volume to a Volume Advection node's Pyro Volume input. Connect the same Volume output to a Cloth or Soft Body emitter's Pyro input to declare live two-way deformable/Pyro coupling.
  • Enable Motion can drive particle motion from the volume velocity field using Force, Velocity, Direction, or Position / Follow Flow behavior.
  • Field Transfer can persist Smoke, Temperature, Fuel, Flame, and Color on particles. Use All Available or choose a Custom field set and per-channel Influence values.
  • Transferred Pyro fields can then drive particle Logic, Data Mapping, geometry attributes, Output Cache/Alembic profiles, or later effects.

Dynamic Collider and live Pyro

Enable Pyro Interaction on a Dynamic Collider to let live gas pressure move and rotate its rigid mesh. The body also blocks and pushes the gas. Tangential Drag controls sideways exchange; normal pressure still acts when it is zero. The mesh must lie within the live Pyro domain, and Pyro Air Density must be greater than zero. A cached Pyro volume cannot drive the body.

In Lists, add the Dynamic Collider to the effect stack and enable Pyro Interaction. In Nodes, enable it on the Dynamic Collider node's settings and keep the effect connected to the particle Simulation Output. Both workflows use the active Pyro simulation in the scene. Do not also add the same mesh as a separate Pyro Collider, which would duplicate its gas boundary. See Dynamic Collider for mass and contact controls.