Fluid

Choose a fluid preset to start. Controls appear according to render mode and the active Water or Lava setup; Pixel fire mode bypasses the fluid solver and shows the Fire controls.

Fluid examples in motion

A red fluid splatter spreads into irregular droplets

Blood splatter: control the emitter shape, color, timing, and forces.

A water crown splashes outward and falls

Water crown: dedicated water shading adds tint, highlights, and distortion.

Pixel-art fire loops with editable warm color bands

Pixel Fire: procedural flames with editable palette bands and pixel scale.

Simulation

Control Inspector hint
Grid size Simulation resolution. Higher is more detailed but much slower, and reallocates GPU textures.
Timestep Seconds of simulated time per frame. Larger moves fluid faster but is less stable.
Jacobi iterations Pressure solver passes per frame. Higher holds the fluid together better; lower is faster.
Velocity dissipation How much motion survives each frame. Below 1 the fluid gradually slows to a stop.
Dye dissipation How much colour survives each frame. Lower makes the trail fade away sooner.
Vorticity Re-injects the swirl a grid solver loses, adding curls and wisps. 0 is smooth, high is churning.

Forces

Control Inspector hint
Gravity X Constant sideways force on the whole fluid, in cells per second squared.
Gravity Y Constant vertical force. Positive pulls downward, since image +y is down.
Buoyancy How strongly hot fluid rises. This is what drives fire and smoke upward.
Ambient temperature The temperature buoyancy is measured against. Raise it and the same emitter rises less.

Liquid

Blood splatter preview in the Fluid editor Liquid controls shape the blood splatter’s flow and edges.

Control Inspector hint
Viscosity Smooths velocity into thicker, slower-moving flows. Raise it for syrup, slime, or honey.
Pigment diffusion Spreads colour into neighbouring cells, softening narrow streaks and mixing the body of the liquid.
Edge sharpness Restores contrast after pigment diffusion so the liquid keeps a readable silhouette.
Surface tension Pulls curved density edges inward, encouraging rounded beads and cohesive blobs.
Heat retention How much emitter heat survives each frame. It only changes motion when Temperature and Buoyancy are nonzero.
Turbulence strength Adds deterministic curl-like motion to break up an overly smooth flow.
Turbulence scale Controls the size of turbulent features. Low values make broad bends; high values make finer eddies.
Turbulence speed Controls how quickly the seeded turbulence pattern evolves over simulation steps.
Turbulence seed Selects a repeatable turbulence pattern without sacrificing deterministic exports.

Water

Water crown splash preview in the Fluid editor Water shading adds tint and highlights to the crown splash.

Control Inspector hint
Water shading Apply deterministic animated water tint, distortion, and highlights to this fluid.
Color correction Blend from emitter or material colour toward the global water tint.
Distortion force Warp the highlight noise coordinates without changing the transparent silhouette.
Highlight brightness Add white light to the brightest wave-noise regions.
Highlight threshold Set how bright the procedural wave noise must be before it becomes a highlight.
Highlight softness Control the transition width between the water body and bright wave highlights.
Wave scale Set the spatial frequency of the procedural water pattern.
Wave speed Advance the water pattern using fixed simulation time; zero freezes it.
Flow X Move the highlight pattern horizontally in UV units.
Flow Y Move the highlight pattern vertically in UV units.
Water seed Select a repeatable procedural water pattern.

Lava

Control Inspector hint
Seamless flow Loop lava from source A to destination B. Drag the handles in the preview. Disable for a simulated pour.
River width Width of the flowing river as a fraction of the canvas.
Flow direction Rotate the A-to-B channel around its midpoint. 0 moves right and 90 moves down. Shortens near canvas edges to keep both handles visible.
Edge curvature 0 makes straight banks; 1 restores the curved river edges. Intermediate values soften the curves without changing the seamless loop.
Flow speed Surface motion multiplier: 0 freezes crust and molten cells, 0.1 gives slow motion, 1 is normal. Fractional speeds smoothly blend the pattern to keep the loop seamless.
Lava shading Enable the dedicated animated Voronoi renderer for the Lava preset.
Cell morph speed Amount of cell-shape animation relative to surface travel. 0 keeps cell shapes fixed. Flow speed scales both travel and morphing; 0 freezes the whole surface.
Cell scale Control the number and size of molten cells across the lava surface.
Cell sharpness Tighten the transition between dark crust and hot molten cells.
Emission Brighten hot cells to emulate emission in exported RGBA sprites.

Render

Control Inspector hint
Frame size Square size of every preview and exported animation frame.
Pixel fire mode Replace the fluid solver with the procedural pixel-fire generator.
Exposure Multiplies output brightness before it is clamped.
Alpha gain Multiplies opacity, so thin dye still reads. Raise it when the effect looks too faint.
Alpha threshold Pixels fainter than this become fully transparent, cleaning up soft or noisy edges.

Filters

Control Inspector hint
Pixelate Output block size in pixels. 1 is off; higher gives chunkier pixel art.

Emitters

This tab contains an editable list. See below.

Fire

Pixel fire preview and Fire controls in the Fluid editor Pixel fire mode shows its procedural flame controls and colour bands.

Control Inspector hint
Flow speed How far the flame pattern travels per loop, as a fraction of height. Lower is a slower flame.
Noise scale Flame detail. Low gives broad tongues, high gives fine flickering.
Turbulence Blends in a finer second layer of noise to break up the flow.
Base height Where the flame’s base sits, 0 at the top and 1 at the bottom edge.
Flame height How far up the flame reaches before it fades out.
Flame width Half-width of the flame at its base, as a fraction of the canvas.
Wind X Bends the flame sideways, with the lean growing toward the tip.
Wind Y Stretches the flame upward (negative) or presses it down (positive).
Debug heat map Show the raw heat map instead of the palette. Useful for tuning the shape.

Export

Control Inspector hint
Frame count Number of frames in the exported animation.
Frameskip Simulation steps run per exported frame. Higher advances the sim further between frames.
FPS Playback rate recorded in the exported sidecar JSON.
Columns Columns in the exported sheet. 0 picks a near-square grid.

Fluid emitters

Add a source in Emitters, select it, and set its colour and injection controls. Drag its cross in the preview to move it. A shaped kernel can replace the default soft round source.

Control Editor hint
Position X Where the emitter sits across the canvas, 0-1. Drag its cross in the preview to move it.
Position Y Where the emitter sits down the canvas, 0-1. Drag its cross in the preview to move it.
Radius Size of the blob injected each frame, as a fraction of the canvas.
Temperature How hot the injected fluid is. Buoyancy makes hotter fluid rise faster.
Density How much fluid is injected each frame. This is what drives the opacity of the effect.
Scale X Stretches or compresses the injected shape horizontally before rotation.
Scale Y Stretches or compresses the injected shape vertically before rotation.
Rotation Rotates the Gaussian or selected shape kernel in degrees.
Falloff Profile exponent. Below 1 spreads soft edges; above 1 tightens them.
Impulse X A sideways push given to the fluid as it is injected, for angling the jet.
Impulse Y A vertical push given to the fluid as it is injected. Negative aims upward.
Radial impulse Pushes outward from the emitter; negative values pull inward for implosions.
Start frame First frame this emitter injects on.
End frame -1 means the emitter never stops
Pulse period Frames per emission cycle. 0 keeps the source continuously active.
Pulse duty Fraction of each pulse cycle that injects fluid.
Pulse phase Offsets this emitter within its pulse cycle, useful for alternating sources.

The Water controls shade a fluid with animated tint, distortion and highlights. Lava controls a flowing river between draggable A/B endpoints or a simulated pour. Fire controls the procedural pixel-fire generator; its palette editor provides the colour bands and thresholds.


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