Fluid
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)
- Download and install the aescripts + aeplugins manager app.
- Open the manager and log in with your aescripts.com account.
- Find Fluid in your purchases and click Install.
- Restart After Effects.
Method 2: Manual Installation
- Extract the downloaded archive.
- Copy
Fluid.aex(Windows) orFluid.plugin(macOS) to one of the paths above. - Restart After Effects.
Registration
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:
- Apply Fluid to a layer in After Effects.
- In the Effect Controls panel, click the Register button (next to the effect name).
- Enter your license code and click Activate.
- The watermark will disappear after successful registration.
Edit > Purge > All Memory & Disk Cache or change any parameter to force a re-render.
Quick Start
- Create a composition, add a black solid, apply
Effect → YCraft → Fluid. Scrub — fluid rises from center. - Logo reveal: assign your layer to Input → Source Layer. Fluid emits from its alpha edge.
- Color: switch Color Mode to Dual Color, pick Dual A and Dual B.
- Collider: assign an obstacle layer to Collider → Collider Layer.
Parameter Reference
All parameters, in effect-panel order. Defaults produce a usable result immediately — creative variation mainly in Emitter, Physics, Color.
Input
| Parameter | Range | Default | Description |
|---|---|---|---|
| Source Layer | Layer | None | Emits from the alpha edge. Text, shape, solid, pre-comp supported. |
| Source Point | Point | 50%, 50% | Fallback emitter position when no Source Layer. |
| Rotation | Angle | 90° | Ejection direction. 90° = up, 0° = right. |
| Enable Second Source | Checkbox | Off | Second independent emitter — collision / color blend. |
| Source Point 2 | Point | 65%, 50% | Second emitter position. |
| Rotation 2 | Angle | 270° | Second ejection direction. 90° + 270° = head-on collision. |
Emitter
| Parameter | Range | Default | Description |
|---|---|---|---|
| Emit Radius | 0 – 200 | 30 | Injection radius (px). |
| Force | 0 – 200 | 60 | Injected velocity magnitude (per-frame travel distance). |
| Intensity | 0 – 200 | 120 | Injected dye density — opacity and dissipation resistance. |
| Spread | 0 – 180° | 45 | Ejection cone. 0 = collimated, 180 = omnidirectional. |
| Life | 0 – 100 | 10 | Emission duty cycle per frame. |
| Fade | 0 – 100 | 15 | Dye decay half-life (0 – 5 s). Higher = longer lasting. |
| Cell Life | 0 – 20 | 0 | Per-cell age fade (seconds). 0 = off. Fade-independent dissolve. |
Physics
| Parameter | Range | Default | Description |
|---|---|---|---|
| Speed | 0 – 200 | 100 | Global time-step multiplier. 100 = normal, 200 = 4×. |
| Gravity | −200 – 200 | −5 | Vertical acceleration. |
| Wind X | −200 – 200 | 0 | Constant global horizontal force. |
| Wind Y | −200 – 200 | 0 | Constant global vertical force. |
| Buoyancy | 0 – 100 | 30 | Density-scaled upward force (alpha-based). Hot-smoke rise. |
Turbulence
| Parameter | Range | Default | Description |
|---|---|---|---|
| Amount | 0 – 100 | 0 | Turbulence force magnitude. |
| Size | 1 – 200 | 50 | Noise spatial scale. Smaller = finer detail. |
| Speed | 0 – 200 | 100 | Noise time-evolution rate. |
| Wiggle | 0 – 100 | 0 | Serpentine sway column above the source — curves side-to-side while rising. |
Fluid
| Parameter | Range | Default | Description |
|---|---|---|---|
| Vorticity | 0 – 50 | 10 | Vorticity confinement — re-injects lost rotational energy. |
| Dissipation | 0 – 10 | 3 | Global dye fade-out rate. |
| Swirl | −100 – 100 | 0 | Forced rotation around source. + = CCW, − = CW. |
| Viscosity | 0 – 50 | 0 | Kinematic viscosity. 0 = gas, high = honey. |
Animation
| Parameter | Range | Default | Description |
|---|---|---|---|
| Tail Length | 0 – 100 | 50 | Trail length. |
| Velocity Dissipation | 0 – 100 | 20 | Momentum decay rate. |
| Front Bombe | 0 – 200 | 100 | Leading-edge bulge. |
| Wake Width | 0 – 200 | 50 | Trail width. |
Post Process
| Parameter | Range | Default | Description |
|---|---|---|---|
| Shading | 0 – 100 | 50 | Pseudo-volumetric lighting from density gradients. |
| Bloom Intensity | 0 – 100 | 10 | Highlight glow strength. |
| Bloom Threshold | 0 – 100 | 15 | Minimum luminance to bloom. |
Collider
| Parameter | Range | Default | Description |
|---|---|---|---|
| Collider Layer | Layer | None | Alpha-opaque regions become obstacles. |
| Bounce | 0 – 100 | 50 | Collision elasticity. 0 = absorb, 100 = fully elastic. |
| Friction | 0 – 100 | 30 | Tangential drag (Navier slip approximation). |
Color
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)
| Parameter | Range | Default | Description |
|---|---|---|---|
| Color Mode | Popup | Gradient | See modes above. |
| Color | RGB | 255, 255, 255 | Single-color tint. |
| Dual Color A | RGB | 255, 255, 255 | Dual / Gradient start. |
| Dual Color B | RGB | 255, 50, 150 | Dual / Gradient end. |
| Color Mix | Angle | 0° | A↔B phase. Gradient: phase offset. |
| Color Random | Angle | 0° | Random hue rotation range. |
Second Source Color (Source 2)
Identical set, independent from Source 1 — natural color blend at collision points.
Global Color Adjustments
| Parameter | Range | Default | Description |
|---|---|---|---|
| Gradient Period | 0.2 – 8 s | 1.5 | Gradient band period. |
| Saturation | −100 – 100 | 0 | −100 = grayscale, +100 = oversaturated. |
| Exposure | −10 – 10 EV | 0 | RGB multiplier: 2^(0.6·EV). |
Output
| Parameter | Range | Default | Description |
|---|---|---|---|
| Blend Mode | Popup | Normal | Add / Screen / Normal compositing. |
| Opacity | 0 – 100 | 100 | Output opacity multiplier. |
Quality
| Parameter | Range | Default | Description |
|---|---|---|---|
| Quality | Popup | Extreme | Standard — fastest, use while designing. High — slightly sharper. Ultra — much sharper, slower. Extreme — sharpest, slowest. Use for final renders. |
Tips & Tricks
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 Effects | 2021 (v18.0) or newer |
| Windows | Windows 10 / 11, OpenCL 1.2-capable GPU |
| macOS | macOS 11 Big Sur or newer, Metal-capable GPU (Apple Silicon or Intel) |
| RAM | 8 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
- aescripts product page: aescripts.com/fluid
- aescripts Manager App: aescripts.com/learn/aescripts-aeplugins-manager-app
- Bug reports / questions: ycraft.apps@gmail.com