Documentation · v1.11.0

SOL Manual

Ready-to-use particle effects for Blender, built on the native particle system. Eight one-click presets, live editing, local forces, guide curves, glow and bake — this is the complete reference for every control SOL adds to your viewport.

VERSION  1.11.0 BLENDER  4.2 – 5.2 ENGINES  EEVEE · CYCLES LICENSE  GPL-2.0+
01 — Setup

Installation

SOL installs like any other Blender add-on. No external libraries, no compiled binaries, no internet connection required.

  1. Open Blender and go to Edit › Preferences › Add-ons.
  2. Click Install… (or Install from Disk) and pick the sol.zip file.
  3. Enable the SOL checkbox once it appears in the list.
  4. Press N in the 3D Viewport — a new SOL tab is added to the sidebar.
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Tested on: Blender 4.2 through 5.1 on Windows, Linux and macOS, in both EEVEE Next and Cycles.

The manifest declares Blender 5.2 as the upper bound.

02 — 30 seconds

Quick start

The shortest path from "empty scene" to "glowing particles". Four steps, roughly half a minute.

  1. Select a mesh object — it becomes the emitter (particles come off its surface).
  2. Open the SOL panel and pick a preset from the dropdown (Sparks, Magic, Fire, Fireworks…).
  3. Press Apply / Replace.
  4. Play the timeline (Space) from the first frame. Watch the particles come to life.
The SOL panel in the N-sidebar with the Sparks preset and the main controls visible
FIG 01Main panel — ready state
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Particles are a physics simulation — always play from the first frame.

If you jump to a middle frame without playing from the start, particles look bunched up. Use Reset (⏪) to return to frame 1, or Bake the effect (see §5) so you can scrub anywhere.

03 — Eight one-click looks

The presets

Each preset builds the particle system, an emissive material and a collection of ~18 varied shapes for you. Pick one from the dropdown — if the object already has an effect, choosing another preset swaps it instantly. Each preset is a starting point: every value below is yours to tune.

SOL preset dropdown open, showing Sparks, Magic, Fire, Fireworks, Fountain, Fireflies, Stardust and Dust
FIG 02The preset selector
Sparks
CONTINUOUS
Hot sparks shoot out and fall with gravity, cooling white → orange → red. Welding, metal hits, friction, impacts.
Magic
CONTINUOUS
Cold cyan-violet sparkles that float and rise with an erratic wander. Spells, auras, fairy dust, energy.
Fire
CONTINUOUS
Embers rising by convection with turbulence, in a yellow-orange-red palette. Bonfires, torches, warm ambience.
Fireworks
BURST
A multicolor spherical burst that explodes, slows in the air and falls glowing — each star its own festive color.
Fountain
CONTINUOUS
A continuous jet of golden sparks that fans upward and falls in an arc — the classic ground "volcano" / sparkler.
Fireflies
CONTINUOUS
Warm yellow-green points that hang suspended and twinkle in the dark. Summer nights, magic forests, dreamscapes.
Stardust
CONTINUOUS
Star-shaped sparkles drifting in zero gravity, each a cool tint. Skies, space, shimmering magic, transitions.
Dust
VOLUME · LIT BY SCENE
Atmospheric motes that drift slowly and catch the scene's light instead of glowing. Born from a cube's volume — see §4.
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Each particle randomly picks one of ~18 themed meshes per preset (shards, crystals, embers, stars…), so the effect never looks repetitive. Every preset also remembers its emission mode and color palette.

04 — Every property

Panel reference

Field-by-field description of every control in the SOL sidebar. The collapsible sub-panels (Colors, Forces, Domain, Guide curve, Glow) appear once an effect is applied.

Main Core controls
ModeContinuous emits steadily over time (welding, fire). Burst releases every particle at once — a single impact (a hit, an explosion).
CountNumber of particles emitted.
LifetimeHow many frames each particle lives before fading out.
Emission (frames) · StartFirst frame particles are emitted. Independent per object, so you can stagger several effects in time. In Burst mode it is the frame the burst happens.
Emission (frames) · End(Continuous only) Last frame particles are emitted. Ignored / greyed in Burst.
VelocityInitial push along the surface normal.
SpreadRandomness of the initial direction and speed.
Velocity per axis (XYZ)Extra initial velocity along the emitter's X / Y / Z axes — launch particles in a chosen direction (e.g. all upward) on top of the normal push.
Min Size / Max SizeEach particle's size is random between these two values, giving variety.
EmissionEmission strength of the material — how bright the particles glow.
Show EmitterShow or hide the emitter mesh, in the viewport and the render at once (synced with Blender's native "Show emitter" toggles). Default: visible in the viewport, hidden in the render.
↻ (reset preset)Restores that preset's default values, including its color palette.
The full main SOL panel: Mode, Count, Lifetime, Emission, Velocity, Spread, Velocity per axis, Min/Max Size, Show Emitter and the Apply / Reset / Clear / Bake button row
FIG 03Main panel — full
Sub-panel Colors

An editable color palette, per object. Loading a preset fills it with that preset's characteristic colors; change it however you like.

+ / −Add a color to the palette, or remove the selected one.
Click a swatchOpen the picker to change that color.
Randomize ColorsOn — each particle takes a random color from the palette (multicolor sparks, varied magic). Off — the color evolves with the particle's age along the palette (classic hot → cold gradient).

In both modes the glow fades smoothly as the particle dies. Color changes are live if the object already has an effect.

The Colors sub-panel: Randomize Colors checkbox, a multicolor palette of swatches and the + / − buttons
FIG 04Colors sub-panel
Sub-panel Forces (local)

SOL isolates each effect: the particles only respond to forces you add here, not to the scene's global force fields. Press Add force and pick a type:

WindConstant push in one direction (blows along the field's Z axis — rotate it to aim).
ForceAttracts (negative) or repels (positive) radially.
VortexSpins the particles in a spiral.
TurbulenceChaotic noise that agitates them (great for fire and magic).
DragSlows the particles down.
MagneticDeflects them like a magnetic field.

Each added force shows: Strength (negative inverts), Flow, Limit range → Max range, a cursor icon to select it in the viewport (move / rotate), and an X to remove it. Even with no force added, the particles are isolated from global winds the moment you apply the effect.

The Forces (local) sub-panel with the Add Force menu open, showing the six force types: Wind, Force, Vortex, Turbulence, Drag and Magnetic
FIG 05Forces sub-panel — the six force types
Sub-panel Domain (boundary)

A boundary around the emitter: particles that cross it die instantly. Use it to cap the reach of an effect (keep sparks from flooding the scene).

ShapeBox or Sphere.
SizeRadius of the limit — distance from the emitter to the wall.
Add domainCreates the limit around the emitter (it follows if you move it).
Select / XOnce created: select it in the viewport to move / scale by hand (G / S), or remove it.

The domain shows as a wireframe box/sphere in the viewport but never appears in the render (F12) — no shadows, reflections or refractions. Works in EEVEE and Cycles.

The Domain (boundary) sub-panel: Shape set to Box, Size 3.00, 'Particles die when they leave', and the Select button with an X (domain created)
FIG 06Domain sub-panel
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Unlike forces (which are local), Blender's collisions are global. If two effects overlap in the same space, one's domain can also clip the other's particles. Size the domain around its own effect.

Sub-panel Guide Curve

Makes the particles follow the path of a curve — spiraling sparks, a winding magic trail, a hand-drawn arc. Press Add curve and SOL drops a curve (rising vertically from the emitter by default); the particles take its shape.

Select / TabSelect the curve, then press Tab to enter Edit Mode and move its points to draw the path. Move / rotate with G / R.
ForceHow tightly the particles hug the path. At max they ride it fully; lower it and they let go sooner.
SpreadHow much they spread around the curve, in a spiral. 0 = glued to the path; higher = a looser, fuller trail.
XRemove the curve (particles return to free movement).

The guide is local (like forces). Particles copy the curve's shape from where they are born, so for a clean result let the curve start at or near the emitter. Works in EEVEE and Cycles.

The Guide Curve sub-panel with a curve added: 'They follow the curve path', Force and Spread sliders, the Select button with an X, and the 'Edit the path in the viewport (Tab)' note
FIG 07Guide curve sub-panel
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Curve + forces: at max Force the curve overrides the local forces. To combine them, lower the Force so the particles loosen up and the wind / vortex can deflect them again.

Sub-panel Glow

EEVEE Next no longer ships bloom; SOL adds it for you by wiring the compositor's Glare node with one click. It affects the whole image, but since the particles are the brightest thing, they glow most. The viewport compositor is set to "Always" so you see it live.

Three effects, separated by tabs, each with its own independent settings — exactly the options of Blender's native Glare node:

BloomSoft halo of light around bright areas.
StreaksLens-flare rays shooting out of bright points.
GhostsRepeated lens-ghost reflections.
SettingsIntensity, Threshold, Smoothness, Clamp/Max, Saturation/Tint, Size (Bloom), Streak count, Angle, Iterations, Fade and Color modulation — depending on the type.
Particles OnlyIsolates the glow to SOL particles via an Object Index mask. Requires Cycles, and applies to the final render (F12) — the viewport shows a whole-scene preview.
ResetReturns all three effects to their defaults without switching them off.
The Glow sub-panel with the Bloom / Streaks / Ghosts tabs (Bloom active): Threshold, Smoothness, Clamp Max, Maximum, Intensity, Saturation, Tint and Size, plus the Particles Only checkbox and Reset
FIG 08Glow sub-panel — Bloom / Streaks / Ghosts tabs
Special Dust & volume emission

Most presets are born from the emitter's surface. The Dust preset is different: it is born from the volume, so the motes fill the whole interior of the emitter. That's why dust is used with a cube container:

  1. Add a cube (Add › Mesh › Cube) and, with it selected, apply the Dust preset. Scale the cube to cover the area you want dust in.
  2. SOL hides the cube from the render automatically and leaves it as a wireframe box in the viewport, so you can place it without it blocking anything. In the final render only the dust shows.
  3. Clearing the effect restores the cube's normal look.

Dust is the one preset the scene lights (a diffuse base plus a minimal self-glow), so it flares as it crosses a light beam and fades in shadow — just like real dust. Give it a directed light (spot / sun) for the strongest look.

05 — Per object, live

Live editing & baking

Settings are per object — each mesh stores and edits its own effect independently. Move any control on an object that already has an effect and the change applies live; no need to press Apply again.

Several objects & duplicates

  • Apply SOL to as many objects as you like; each can have a different preset and values. Selecting an object shows its values.
  • Duplicating an emitter with Shift+D shares the particle data. SOL auto-separates the copies the moment you edit one or change its preset — or press Make independent.
  • After a change that affects the simulation (Amount, Velocity, Duration…), press Reset (⏪) and replay from the start to recompute the motion.

Bake to freeze it

When you like the effect, press Bake to freeze the simulation into a cache. From then on you can jump to any frame without bunching, playback is smooth and the render doesn't recalculate. Live editing pauses while baked — press Free bake to tweak again. Bake all freezes every SOL effect in the scene at once (ideal before rendering a multi-emitter animation).

Buttons

Apply / ReplaceCreate the effect on the active object. If it already had one, it is cleanly replaced.
Reset (⏪)Return the timeline to the first frame to recompute the simulation from scratch.
Clear (trash)Completely remove SOL's effect from the active object — particle system, material, helper geometry and forces, with no leftovers.
Clear cacheFree the scene's particle simulation cache and return to the start. Use it when Blender shows the sim stale or bunched.
Bake / Free bakeFreeze the active object's effect to a cache, or release it back to live editing.
Bake allBake every SOL effect in the scene at once.
Make independent(Appears only when an effect is shared with another object.) Give this object its own copy so it can be edited separately.

The full button row sits at the bottom of the main panel — see FIG 03.

06 — EEVEE & Cycles

Rendering

SOL works in EEVEE Next and Cycles with no extra setup. The particles emit their own light, so they stand out on dark backgrounds — a dark background enhances the effect.

Emitter hidden in the render

When you apply an effect, SOL hides the emitter mesh from the render so only the particles show — the normal behavior for a particle effect. The emitter stays visible in the viewport so you can place it. The Show emitter toggle controls this in both the viewport and the render at once, synced with Blender's native toggles: enable it if you want the emitter mesh to appear in the render too (e.g. sparks jumping off an object that should be seen). Clearing the effect restores the original visibility.

Lens glow

For bloom, streaks and ghosts use the Glow panel (§4) — SOL configures the compositor for you and shows it live in the viewport.

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SOL keeps the particle shapes in a SOL FX collection that is excluded from the view layer (it doesn't clutter the viewport or render but still feeds the instancing). The material uses the emission of a Principled BSDF so EEVEE Next shows it correctly. Dust is the exception — it is lit by the scene rather than self-glowing.

07 — Help & license

Support

SOL is published under the GNU GPL v2 (or later). It is built by Anlace and shipped through CLOUDY SKY.

MaintainerCLOUDY SKY
Version1.11.0
Blender4.2.0 to 5.1.x (declared up to 5.2.0)
EnginesEEVEE Next · Cycles
LicenseGNU GPL-2.0-or-later
Product pagegokusayayin641-ai.github.io/sol-page
DownloadFree on Superhive
CreatorCLOUDY SKY

Thank you for using SOL. Happy emitting.