OptionalcameraCamera for particle sorting and smoke occlusion. Default: picked up from the first render.
OptionalcellCell size, metres.
OptionalcenterCentre [x, z] of the simulated square, frame coordinates.
OptionalconsumptionShare of fuel a dry fire consumes (wetter fuel burns less completely).
OptionalfallbackConditions without a weather: wind [x, z] in m/s and fuel moisture.
OptionalfieldA state field to write burn scars into (its burn channel, inside the fire region).
OptionalfirebreaksWhat stops fire.
OptionalframeFrame the sim's coordinates are in. Default world.frame.
OptionalfuelFuel derived from biomes.
OptionalignitionsScheduled ignitions (also added by FireSim.ignite).
Optionaljitter0…1: per-cell randomness of ignition thresholds (ragged fronts).
OptionallandscapeCustom terrain and fuel (overrides world).
OptionallightningLightning ignitions from the weather's thunderstorms.
OptionallookLook to change.
OptionalmaxCap on the fire's length-to-breadth ratio. Spread is elliptical: Anderson (1983) LB = 0.936·e^(0.2566·U) + 0.461·e^(−0.1548·U) − 0.397 (U = midflame wind, mph), with the ignition at the rear focus, so the head runs, the flanks are slow and the backing fire crawls.
OptionalmidflameShare of the weather's (10 m) wind that blows at flame height (≈ 0.3 under forest, 0.5 in the open).
OptionalminCells with less fuel than this (kg/m²) don't carry fire.
OptionalmoistureFuel moisture (fraction of dry weight) at which fire stops spreading (Rothermel's Mx).
OptionalregrowthSuccession after a fire: days for each class to return to full fuel. Grass first, then shrubs, then trees.
OptionalrendererThe WebGPU renderer for the particle compute passes. Default: picked up from the first render.
OptionalresidenceBurn time per kg/m² of fuel, seconds (a cell burns residence × (0.5 + load)).
OptionalseedSeed for the ragged fire front and ignition rolls.
OptionalsizeEdge length of the simulated square, metres.
OptionalslopeSlope effect: spread × exp(slopeCoefficient × rise/run); uphill runs, downhill crawls.
OptionalspreadBase rate of spread on dry, flat, calm ground, m/s, per fuel class.
OptionalstartTime of tick 0, seconds.
OptionaltickSimulation step, seconds. The sim always advances in whole ticks, so results never depend on frame rate.
OptionalvariationSeeded, spatially correlated variation, so fronts finger and edges are ragged.
OptionalweatherWeather for wind, fuel moisture and lightning.
OptionalweatherSeconds between weather refreshes (wind, fuel moisture).
OptionalwindWind effect on the head fire: head spread × exp(windCoefficient × wind speed in m/s).
OptionalworldWorld for terrain, water, biomes (fuel) and roads.
Construction options for Wildfire.