Blender Simulation Effects
Treat physical causes as simulation problems before treating their final appearance as static modeling.
Suite Authority
Follow ../blender-production-router/references/production-protocol.md and
../blender-production-router/references/native-component-contract.md. The Router owns route,
stage, budgets, rollback, and pauses. This skill owns physical participants, solver setup, preview,
cache, and stability evidence only; it must not restart analysis or silently replace a simulation.
System Choice And Asset Boundary
Read ../blender-production-router/references/system-choice-contract.md. This Skill owns physical
causality, participants, solver choice, cache, and stability. Geometry Nodes may generate emitters,
instances, masks, or post-process a result when it gives a documented procedural advantage, but a
hybrid must declare one time_state_owner; a graph cannot silently replace gravity, collision,
flow, or material response. A requested local particle or VFX asset is discovered read-only by
blender-local-asset-library; this Skill owns compatibility, integration, and simulation evidence.
Upstream Gate
Require minimum Production Analysis for a reversible low-resolution test and an approved Part Graph,
real scale, classified physical participants, and passed formal topology/Structural/Transition gates
for final simulation. A dedicated low-resolution
simulation mesh is allowed, but it must be mapped to the render mesh and may not be an unexplained
Blockout proxy. Colliders need real thickness/contact intent appropriate to the solver.
System Routing
- Thin flexible sheet, clothing, flag, drape: Cloth plus Collision and optional Self Collision.
- Elastic spring-like or volumetric deformation: Soft Body.
- Falling, rolling, stacking, impact: Rigid Body plus passive colliders.
- Hinges, breakable joints, mechanical physics: Rigid Body Constraints.
- Liquid, smoke, fire, inflow, outflow: Fluid domain and flow/effectors.
- Surface response maps and local interaction: Dynamic Paint.
- Deep-water macro waves and foam data: Ocean modifier.
- Local procedural ripples: Wave modifier, Dynamic Paint, or shader detail.
- Static contained liquid with no visible motion: a closed container-conforming volume with
physically plausible surface and volume shading; use Fluid only when volumetric motion,
splashing, filling, or collision changes the visible result.
- Emission and lifecycle: particle system or Geometry Nodes points.
- Flocking/schooling: Boids when available, Geometry Nodes simulation, curve-guided instances, or a justified hybrid.
- Destruction: installed fracture extension or deterministic fracture geometry plus rigid bodies, constraints, debris, and dust.
Read references/simulation-methods.md before creating a cache.
- For cloth, garments, curtains, flags, sewing, pinning, animated colliders, or fold quality,
read
references/cloth-production.md before adding the Cloth modifier.
- For contained water, oceans, ripples, pouring liquid, splashes, wet maps, foam, spray, or
liquid caches, read
references/water-production.md before choosing a system.
Simulation Protocol
- Probe the current Blender version and installed extensions.
- Validate units, scale, transforms, topology, thickness, normals, and collider roles.
- Build a low-resolution isolated test over a short frame range.
- Record solver, participant, cache, collision, material-response, and field settings.
- Simulate and inspect penetration, instability, tunneling, explosive bounds, energy gain, and unrealistic synchronization.
- Adjust one parameter class at a time and repeat up to three technical loops.
- Bake only after the low-resolution gate passes.
- Add render subdivision, thickness, secondary debris, spray, foam, or dust after simulation.
- Preserve the pre-bake setup and report cache paths.
- Compare the simulated result against the accepted unsimulated silhouette and assembly graph;
simulation does not excuse detached mounts, missing seams, or impossible support.
Record each participant's simulation block in construction_graph.json, including system, role,
cache policy, low-resolution frame range, penetration metric/threshold, and evidence. A modifier or
rigid body without this declaration cannot pass the Systems gate.
Hard Rules
- Do not hand-model gravity folds, impact positions, flow, or fracture when a suitable simulation exists.
- Do not start a final simulation while the source asset still fails topology, transition, support,
collision-interface, or wireframe gates.
- Do not weld objects merely because they touch physically.
- Do not assume Cell Fracture or another extension is installed.
- Do not use final-resolution settings for the first test.
- Do not claim realism from a successful bake alone; validate material behavior and motion evidence.
- Do not overwrite an accepted cache without a versioned checkpoint.
- Do not call a plane, open surface, or thin beveled slab a liquid volume.
- Do not infer water from a dark or reflective container interior without reference evidence.
- Do not omit volume absorption when visible liquid thickness materially affects the shot.
- Do not use cloth presets as proof of material identity; calibrate mass, stiffness, damping,
collision, topology, and fold scale against the requested fabric and real scene scale.
- Do not add Solidify or render subdivision ahead of Cloth unless the route explicitly requires
those evaluated vertices in the simulation and the cost has been tested.
- Do not call a reflective plane a water body, and do not run Mantaflow for a static water volume
whose shape does not change.
Completion Gate
Require stable test frames, documented participants, valid cache state, acceptable penetration, bounded velocities and scene bounds, and a review render/contact sheet. Hand off procedural instance systems to blender-procedural-systems and numerical validation to blender-geometry-validation.
For static contained liquid, replace cache requirements with evidence of a closed non-zero
volume, container conformity, waterline and contact policy, surface/volume material response,
and any visible ripple cause. Preserve the reference hypothesis that justified the liquid.