particle/generator

Presets

Particles

Total number of particles on screen at once.

Pixel diameter range. Each particle is randomly assigned a size within these bounds.

Off sets every particle to the midpoint of the size range.

Uses a low-discrepancy sequence so particles fill space evenly instead of clustering randomly.

Ratio of light (water-like) to heavy (sand-like) particles. Higher values add more slow-moving, dense particles.

The back half of particles chase the fluid at this fraction of normal speed. Below 100% feels further away; above feels closer.

Sets the static angle of the noise coordinate frame. Use this to manually orient the flow direction. When auto-rotate is on this becomes the starting angle.

When on, the noise frame spins continuously so the flow direction drifts through all 360°, preventing particles from pooling at any single edge.

How fast the noise frame auto-rotates. At 0.06 rad/s one full revolution takes about 100 seconds. Only active when auto-rotate is on.

Colors

Lower BG alpha leaves a faint trail behind particles, creating a motion-blur streak effect.

Fluid

Global time-scale for the entire simulation. 1× is normal; lower slows everything down; higher speeds it up.

Overall speed of the fluid field. Higher values make particles travel faster across the canvas.

Spatial frequency of the noise pattern. Low values create broad sweeping currents; high values produce tight, detailed swirls.

Blurs the velocity grid with a smoothing kernel. High viscosity makes the flow feel thick and laminar; zero gives sharp, chaotic detail.

Adds a second, finer noise layer on top of the base flow, introducing small-scale eddies and irregular motion.

Light particles are nudged upward, heavy ones downward. Controls the vertical separation between the two mass types.

How quickly particles accelerate to match the local fluid velocity. Low values give particles a sluggish, inertial feel; high values make them stick tightly to the flow.

Resistance that slows particles when no external force is acting. Prevents runaway speeds and creates a more fluid, viscous look.

Gentle gravity toward the canvas center. Prevents particles from permanently drifting off screen.

Adds a tiny random kick each step so particles diverge from the same flow line and never march in single-file "ant trails".

Loop

When on, the noise coordinate traces a closed circle so the fluid field returns to exactly the same state after the loop duration. The motion pattern loops; individual particle positions will be close but not pixel-perfect at the join.

How many seconds before the noise field repeats. Record exactly this many seconds to get a seamless clip. Shorter loops feel more animated; longer loops are subtler.

Force field view

Overlay shows the fluid velocity field. Hue encodes direction (0°=red, 120°=green, 240°=blue) and brightness encodes speed. Never included in exports or video.

How strongly the field is drawn on top of the background.

Fade the particles while the field is visible. Drag to 0 to see the pure field, or blend both to understand how particles relate to the flow.

Spatially blurs the field pattern before colour mapping, softening sharp boundaries between direction regions.

Scales all colours up or down uniformly. Below 1 darkens, above 1 overexposes low-speed areas.

Expands the tonal range (pivoted at mid-grey). High values make slow and fast regions more distinct; low values flatten everything to grey.

Export size

Multiplies the export resolution — useful for high-DPI screens.

Still image

PNG: transparent background. WebP: background colour. SVG: vector circles, infinitely scalable for print.

Video

Idle