Fluid

GPU-accelerated 2D fluid simulation for Adobe After Effects. Real-time Navier-Stokes physics, logo-reveal workflows, dual-source color blending, collider support, and cinematic post-processing — all in a single native plugin.
Version 1.0.0 Adobe After Effects 2021+ Windows & macOS GPU: OpenCL / Metal

Overview

Fluid runs a true 2D Navier-Stokes simulation on your GPU, frame by frame, inside the After Effects compositing pipeline. Drive it from a point, a layer, or two sources simultaneously. Add a collider layer to block flow. Shape the result with turbulence, buoyancy, vorticity, and a full color+shading stage.

Typical uses:

  • Logo reveals — a layer emits fluid from its edges, the fluid dissolves away to reveal the original artwork.
  • Title design — smoke, fire, ink, plasma, nebula and aurora effects driven by text shapes.
  • Motion graphics — flowing transitions, color-blended abstract backgrounds, particle-free loops.
  • Collision FX — fluid reacts to a collider layer with bounce + friction (Navier slip approximation).

Installation

Method 1: aescripts Manager (Recommended)

  1. Download and install the aescripts + aeplugins manager app.
  2. Open the manager and log in with your aescripts.com account.
  3. Find Fluid in your purchases and click Install.
  4. Restart After Effects.
If Fluid doesn't appear in the manager, click the refresh button. If your AE version isn't detected, right-click the plugin and choose Custom Installation.

Method 2: Manual Installation

Windows — Shared location (all AE versions):
C:\Program Files\Adobe\Common\Plug-ins\7.0\MediaCore\
Windows — Specific AE version:
C:\Program Files\Adobe\Adobe After Effects [version]\Support Files\Plug-ins\
macOS — Shared location (all AE versions):
/Library/Application Support/Adobe/Common/Plug-ins/7.0/MediaCore/
macOS — Specific AE version:
/Applications/Adobe After Effects [version]/Plug-ins/
  1. Extract the downloaded archive.
  2. Copy Fluid.aex (Windows) or Fluid.plugin (macOS) to one of the paths above.
  3. Restart After Effects.
After installation, the plugin appears under Effect > YCraft > Fluid in the Effects & Presets panel.

Registration

The easiest way to install and license Fluid is through the aescripts + aeplugins manager app. The manager handles both installation and license activation automatically — no manual steps required.

Fluid runs in trial mode until a valid license is entered. In trial mode, a watermark overlay is applied to the rendered output. If you need to register manually:

  1. Apply Fluid to a layer in After Effects.
  2. In the Effect Controls panel, click the Register button (next to the effect name).
  3. Enter your license code and click Activate.
  4. The watermark will disappear after successful registration.
Note: The watermark disappears immediately after successful activation — Fluid automatically invalidates the cache when license state changes. In rare cases (e.g. complex MFR pipelines), if the watermark persists, go to Edit > Purge > All Memory & Disk Cache or change any parameter to force a re-render.

Quick Start

  1. Create a composition, add a black solid, apply Effect → YCraft → Fluid. Scrub — fluid rises from center.
  2. Logo reveal: assign your layer to Input → Source Layer. Fluid emits from its alpha edge.
  3. Color: switch Color Mode to Dual Color, pick Dual A and Dual B.
  4. Collider: assign an obstacle layer to Collider → Collider Layer.
Pro tip. Keep Quality at Standard while designing — switch to Ultra or Extreme only for final render.

Parameter Reference

All parameters, in effect-panel order. Defaults produce a usable result immediately — creative variation mainly in Emitter, Physics, Color.

Input

Emission source — point, alpha layer, or both.
ParameterRangeDefaultDescription
Source LayerLayerNoneEmits from the alpha edge. Text, shape, solid, pre-comp supported.
Source PointPoint50%, 50%Fallback emitter position when no Source Layer.
RotationAngle90°Ejection direction. 90° = up, 0° = right.
Enable Second SourceCheckboxOffSecond independent emitter — collision / color blend.
Source Point 2Point65%, 50%Second emitter position.
Rotation 2Angle270°Second ejection direction. 90° + 270° = head-on collision.

Emitter

Injection rate, spread, and lifetime.
ParameterRangeDefaultDescription
Emit Radius0 – 20030Injection radius (px).
Force0 – 20060Injected velocity magnitude (per-frame travel distance).
Intensity0 – 200120Injected dye density — opacity and dissipation resistance.
Spread0 – 180°45Ejection cone. 0 = collimated, 180 = omnidirectional.
Life0 – 10010Emission duty cycle per frame.
Fade0 – 10015Dye decay half-life (0 – 5 s). Higher = longer lasting.
Cell Life0 – 200Per-cell age fade (seconds). 0 = off. Fade-independent dissolve.

Physics

Global per-frame forces.
ParameterRangeDefaultDescription
Speed0 – 200100Global time-step multiplier. 100 = normal, 200 = 4×.
Gravity−200 – 200−5Vertical acceleration.
Wind X−200 – 2000Constant global horizontal force.
Wind Y−200 – 2000Constant global vertical force.
Buoyancy0 – 10030Density-scaled upward force (alpha-based). Hot-smoke rise.

Turbulence

Procedural noise on the velocity field (3-octave fBm).
ParameterRangeDefaultDescription
Amount0 – 1000Turbulence force magnitude.
Size1 – 20050Noise spatial scale. Smaller = finer detail.
Speed0 – 200100Noise time-evolution rate.
Wiggle0 – 1000Serpentine sway column above the source — curves side-to-side while rising.

Fluid

Navier-Stokes solver terms.
ParameterRangeDefaultDescription
Vorticity0 – 5010Vorticity confinement — re-injects lost rotational energy.
Dissipation0 – 103Global dye fade-out rate.
Swirl−100 – 1000Forced rotation around source. + = CCW, − = CW.
Viscosity0 – 500Kinematic viscosity. 0 = gas, high = honey.

Animation

Plume shaping for moving sources.
ParameterRangeDefaultDescription
Tail Length0 – 10050Trail length.
Velocity Dissipation0 – 10020Momentum decay rate.
Front Bombe0 – 200100Leading-edge bulge.
Wake Width0 – 20050Trail width.

Post Process

Final look — shading + bloom.
ParameterRangeDefaultDescription
Shading0 – 10050Pseudo-volumetric lighting from density gradients.
Bloom Intensity0 – 10010Highlight glow strength.
Bloom Threshold0 – 10015Minimum luminance to bloom.

Collider

Optional layer that blocks flow.
ParameterRangeDefaultDescription
Collider LayerLayerNoneAlpha-opaque regions become obstacles.
Bounce0 – 10050Collision elasticity. 0 = absorb, 100 = fully elastic.
Friction0 – 10030Tangential drag (Navier slip approximation).

Color

Mode, per-source palette, global adjust.

Color Modes

  • Original — passes source RGB through untouched.
  • Color — single solid-color tint.
  • Dual Color — A↔B blend along the plume (Mix phase).
  • Random Color — per-particle YIQ hue rotation.
  • Gradient — periodic temporal color bands.

Primary Color Set (Source 1)

ParameterRangeDefaultDescription
Color ModePopupGradientSee modes above.
ColorRGB255, 255, 255Single-color tint.
Dual Color ARGB255, 255, 255Dual / Gradient start.
Dual Color BRGB255, 50, 150Dual / Gradient end.
Color MixAngle0°A↔B phase. Gradient: phase offset.
Color RandomAngle0°Random hue rotation range.

Second Source Color (Source 2)

Identical set, independent from Source 1 — natural color blend at collision points.

Global Color Adjustments

ParameterRangeDefaultDescription
Gradient Period0.2 – 8 s1.5Gradient band period.
Saturation−100 – 1000−100 = grayscale, +100 = oversaturated.
Exposure−10 – 10 EV0RGB multiplier: 2^(0.6·EV).

Output

Final compositing.
ParameterRangeDefaultDescription
Blend ModePopupNormalAdd / Screen / Normal compositing.
Opacity0 – 100100Output opacity multiplier.

Quality

Render sample budget.
ParameterRangeDefaultDescription
QualityPopupExtremeStandard — fastest, use while designing.
High — slightly sharper.
Ultra — much sharper, slower.
Extreme — sharpest, slowest. Use for final renders.
Simulation is resolution-independent. Quality only affects how the final image is sampled from the simulation grid — the physics are identical across all levels.

Tips & Tricks

If Source Layer or Collider misbehaves, put it inside a precomp. Create a comp-sized pre-composition and nest the layer into it — resolves most transform, scale, and pivot glitches.
This is a fluid simulation — motion needs a few frames to settle. It can't stop instantly or cut sharply. Plan animations around this rhythm.
Parameters are coupled. After changing one, scan the whole panel and rebalance the rest.
Only Color and Input are per-source. Physics, Turbulence, Fluid, and Post Process are shared between both sources — for two different behaviors, use two separate Fluid effects.
Higher comp resolution does not equal more quality. Switching the comp to 4K won't automatically add fluid detail. For detail, use parameters, not resolution — Quality, Intensity, Turbulence Size.
Flow dissipates over time. For long-lasting visibility keep Fade high and Dissipation low. For short ephemeral effects, flip both.
Keyframing shape parameters (Emit Radius, Intensity, Spread) causes flicker — this is inherent to the simulation. Keyframe motion parameters instead (Wind, Force, Gravity) — they don't flicker.
Wind X and Y keyframe cleanly. Change wind direction and strength dynamically without the pulsing that shape parameters show.
For curved flow paths, use a mask. Draw a mask path, copy the full path, and paste it onto Source Point as keyframes.
Quality: Standard while designing, Ultra / Extreme for final render. The physics stay identical — only the sampling changes.
Apply the effect to a black solid, not directly to footage. Fluid needs its own canvas. Composite the result over your footage with a blend mode.
Logo reveal. Assign your logo to Source Layer, keep Life short (20-40). Animate the logo's opacity to zero during emission — fluid bursts, logo disappears, clean reveal remains.
Fluid burst: high Emit Radius (150+) with low Life (1-2 seconds). Produces a single upward eruption.
For continuous flow from a Source Layer, enable Cell Life (5-10) and lower Speed (50-70). Each cell ages independently, giving the flow a sustained presence.
Use a logo or text as the Collider Layer. Produces fluid that wraps around the shape of the letters.
Enrich a collision by duplicating the effect layer and reusing the same collider. Stacked flow layers give a richer choreography.
Collide two streams. Enable Source 2, set Rotation to 90° and Rotation 2 to 270°. Give each source a different color — natural blend at the impact point.
Turbulence Size should scale with Emit Radius. If the noise pattern is larger than the emission area, the swirls won't be visible.
Vorticity amplifies existing motion — it doesn't create rotation on its own. Introduce curl with Swirl first, then hold it with Vorticity.
Color Mode: Original ignores Tint, Dual A/B, and Random controls. The source layer's RGB passes through untouched — switch to Color / Dual / Random / Gradient to manipulate color.
Emit Radius only applies to Source Point mode. When a Source Layer is set, every alpha-edge pixel is its own emitter and Emit Radius has no effect. For a thicker emission band, blur the source layer's alpha before Fluid, or raise Intensity / Force.

Troubleshooting

Plugin doesn't appear in the Effects menu

  • Fully quit After Effects and Media Encoder and reopen AE.
  • Verify the plugin file is in the correct Plug-ins folder for your AE version.
  • On macOS, check that Gatekeeper has allowed the plugin in System Settings → Privacy & Security.

Output is black / nothing renders

  • Check the GPU initialization — Fluid requires a working OpenCL (Win) or Metal (Mac) driver. Updating your GPU driver often fixes this.
  • Make sure Source Layer is a valid layer or Source Point is inside the comp.
  • If Intensity or Force is 0, the emitter produces no fluid — scrub them up.

Registration dialog keeps appearing

  • Your license may not have write permission to the user config directory. Try running AE once as administrator to install the license, then use normally.
  • Make sure you copy the license code without leading or trailing spaces.

Slow preview / timeline scrubs at 1 fps

  • Set Quality to Standard while designing. Only use Ultra/Extreme for final renders.
  • Fluid performance scales with your GPU. Dedicated NVIDIA/AMD GPUs will be dramatically faster than integrated graphics.

Flickering or tearing in the fluid

  • The simulation is frame-rate sensitive — at very low comp frame rates (<12 fps) the time-step becomes too coarse. Render at 24 fps or higher for stable results.
  • If you're seeing injection artefacts near the source, reduce Force or Intensity.

System Requirements

After Effects2021 (v18.0) or newer
WindowsWindows 10 / 11, OpenCL 1.2-capable GPU
macOSmacOS 11 Big Sur or newer, Metal-capable GPU (Apple Silicon or Intel)
RAM8 GB minimum, 16 GB+ recommended for large comps
Disk~20 MB for the plugin and license files

Fluid also runs inside Adobe Media Encoder for background rendering.

Support