The Inferno Collider operator allows you to have smoke or fire collide with scene geometry.
Object list: the list of mesh objects, particle systems, or tyFlow objects to register as colliders.
Include this flow’s particles: when enabled, the tyFlow object that owns this operator will also be registered as a collider.
Enable built-in ground collider: when enabled, an infinite horizontal plane at the specified height will be added as a collider, without requiring a scene object.
Height: the world-space Z height of the built-in ground plane.
Show built-in ground: when enabled, the ground plane will be drawn in the viewport.
Show during preview: when enabled, the ground plane will remain visible during tyPreview playback.
Triangles: collisions are detected based on the triangles of the collider mesh surface.
Volume: collisions are detected based on the full volume of the collider mesh.
Emission thickness: the depth of the collision region, measured from the collider surface, in world units.
Thickness region: controls on which side of the surface the collision region extends.
Above/below: the collision region extends on both sides of the surface.
Above: the collision region extends only above the surface (along the surface normal direction).
Below: the collision region extends only below the surface.
When a collider is active, it zeroes out the selected fluid channels in the voxels it occupies each step. Each channel can be toggled independently.
Density: when enabled, density values inside the collider region will be erased.
Temperature: when enabled, temperature values inside the collider region will be erased.
Fuel: when enabled, fuel values inside the collider region will be erased.
Color: when enabled, color values inside the collider region will be erased.
Simulate substeps: when enabled, collider positions will be interpolated across time steps, improving collision accuracy for fast-moving objects.
Split mesh elements: when enabled, each disconnected mesh element in a collider object will be treated as a separate collider.
Split particles: when enabled, each particle in a particle system collider will be treated as a separate collider.
Use convex hull: when enabled, collision will be calculated against the convex hull of the collider mesh rather than its actual geometry.
Weld vertices: when enabled, mesh vertices within the specified threshold distance will be welded together before collision processing.
Push vertices: when enabled, all mesh vertices will be offset outward along their normals by the specified amount before collision processing.
Enable matID filter: when enabled, only faces with the specified material IDs will participate in collision.
MatIDs: a comma-separated list of material IDs to include in the collision.
Invert: when enabled, all faces except those with the listed material IDs will participate in collision.
Particles from particle system colliders can be filtered to restrict which particles participate in collision.
Simulation groups: controls which particle simulation groups will be included as colliders.
Export groups: controls which particle export groups will be included as colliders.
Enable custom float filtering: when enabled, only particles whose specified custom float channel value matches the filter condition will participate in collision.
Channel: the custom float channel name or names to filter by. Multiple channel names can be specified, separated by commas.
Keep zero values: only particles with a zero value in the specified channel will participate in collision.
Keep non-zero values: only particles with a non-zero value in the specified channel will participate in collision.