Liquids, fire, smoke, sand and particles in one add-on, live in your viewport
NeXus runs the whole simulation on your GPU and draws it straight into the Blender viewport. Change a value and see the result while you work. From the team behind X-Particles.
The full product, with a free INSYDIUM account.
NeXus 2026.1 Beta 3 is out now
MPM snow, sand, metal and elastic, a GPU ocean with beaches, GPU shattering and NeXus in Cinema 4D on the same license. Beta 3 adds nxSpawn, nxFluid2D, nxScatter, Cinema 4D scene import and over 120 fixes. Every NeXus license gets the beta, including one bought here. The full list is further down this page.
Simulated and rendered in Blender with NeXus.
Simulate in real time
You know the loop. Set up a sim, hit bake, walk away. Come back to a splash that lands wrong, smoke that reads flat or sand piled in the wrong place. Change one value. Bake again. Lose another day.
NeXus takes that loop out. The simulation runs on your GPU and the particles draw straight into the viewport, so the result updates while you work. You dial in the shot at the speed you think, not the speed your CPU bakes.
4 liquid solvers
Pick the solver that suits the shot: FLIP, APIC, SPH or PBD. From a slow chocolate pour to a fast water splash, all in the same system. In 2026.1, MPM joins them for materials that bend, break, pile up and melt.
Thick liquids
Chocolate, caramel, honey, sauces and gels. Viscous liquid folds, piles up and creeps down every edge, the way the real thing does.
Pours that fold and stack
A thick stream lands, coils and builds on itself, then spills over the side. Liquid collides with your objects and coats them.
Thin sheets that hold together
Water running off a spoon stays a clear, thin film instead of breaking into noise. Sheets stretch, tear and fall the way real water does.
Splashes and droplets
Surface tension pulls a splash into a crown, then into rims, strands and single drops. Small scale water looks small scale.
Foam, spray and bubbles
Secondary particles come from your own liquid. Foam reads the solver's own surface field, so it sits where the liquid really breaks, not where a point cloud guesses.
Jets and fast motion
Liquid thrown up at speed stretches into jets and beads into drops. Particle data such as speed can drive your materials through the NeXus shader nodes.
Made for product and food shots
Creams, oils, gels and sauces on real objects. The shots clients pay for.
And everything else
Each of these is usually a product on its own. In NeXus they share one particle system, so they work together.
Fire, smoke and explosions
A GPU volume solver that feeds off your particles and drives them back. One turbulence force can shape your liquid and your smoke.
20 forces
Gravity, wind, turbulence, vorticity, drag, attract, avoid, explode, flow fields and more. Each one with layered control over speed, direction, rotation, scale and color.
Trails, curves and instances
Every particle can draw a trail, build a curve or carry instanced geometry, ready to render.
Infection and growth
Spread a state from particle to particle, grow branching structures and let particles stick to, crawl over or cover your geometry.
Particle effects of every kind
Bursts, debris, dust and sparks. Add detail where the camera sees it and keep the rest light.
Falloffs on everything
Limit any modifier to a shape, a region or a group of particles. Art direct exactly where an effect starts and stops.
Also in the box: sand and granular material that piles, pours and collapses, flocking for groups that move together, constraints for linked structures that bend and break, plus surface meshing and disk caching ready to render.
New in NeXus 2026.1
Beta 3 is out now. Every NeXus license gets the beta. No license yet? Request a free beta license from an INSYDIUM Customer Account.
One license, Blender and Cinema 4D. NeXus for Cinema 4D now runs on the same engine. Same solvers, same modifiers, same results. Your NeXus for Blender license runs it too, at no extra cost.
nxMPM. Liquid, elastic, snow, sand, brittle, metal and foam in one simulation. Materials change into other materials by age, speed, stretch or damage, and any of them can crack apart.
nxOcean. A GPU ocean with wind and wave controls, foam, whitecaps, spray, wakes and beaches. Objects float on the waves, and it works with FLIP liquids.
nxShatter. Break one or many meshes into pieces on the GPU.
nxWarp. Bend, twist, wrap and flow particles, meshes and smoke with 19 warp types.
nxDeformer. The particles move and your mesh follows. It tears where it stretches too far and remeshes. In Blender it also deforms curves.
nxBioLogic. Cellular growth with reaction-diffusion, differential growth, physarum, particle life plus coral and primordial modes, with tube meshes.
nxPin and nxBind. Anchor cloth, rope and soft bodies. Hold particles inside a deforming volume, then release them by age, speed or temperature.
Thicker, stickier liquids. Non-Newtonian FLIP liquids and wall friction. Colliders gain adhesion, attraction and repulsion, so liquid sticks, creeps, pulls and strings off surfaces.
Textures that flow. nxMesher UV advection moves textures with the liquid.
New falloffs. 9 new shapes including Torus, Capsule, Cone, Spline and Attribute, plus falloff layers on every modifier layer.
More for Blender. Collection instances as colliders, a GLSL script editor in nxQuestion, Quill with your own AI provider and Windows on ARM.
And more. Emitter Initial State and Display Channels, one mapping layer driving many targets and a new viewport renderer.
New in Beta 3

nxFluid2D: a live 2D fluid in a surface's UV map.

nxOcean: waves break into foam on the beach.

Particles emitted from a Gaussian splat, colors and all.

nxSpawn: new particles born from existing ones.
nxSpawn. Spawn new particles from existing particles, with direction, pulse mode and signed speed.
nxFluid2D. A realtime 2D fluid that runs in the UV map of a surface.
nxScatter. Place points over the selected meshes, with object alignment and transforms.
Cinema 4D scenes in Blender. File › Import and File › Export carry meshes, curves, cameras, lights, NeXus objects and Cycles 4D materials. X-Particles emitters and groups convert to NeXus. Animation and per-face materials are not carried yet.
New emitter sources. Emit from Gaussian splats, Blender particle systems and point clouds.
Beaches for nxOcean. Beach, Swash and Surf controls with foam that strands on the sand. Bow sheets, and waves that reflect off bodies and slow near the shore.
Caching. Alembic (Single File) and PLY formats, plus Local Coords so a cache moves and scales with its object.
New falloff layers. Wet, Blur, Curvature and AO.
Sticky snow. A new nxMPM preset for snowmen and snowballs.
Pick your GPU. Choose the compute device, so the render can use a different GPU. Shaders can precompile ahead of time.
Help on every setting. Help text for every parameter, and all 10 interface languages are complete.
Over 120 fixes. Across liquids, MPM, colliders, caching, nxWarp, nxShatter and the viewport.
Read everything in the beta, including the full list of fixes.
One add-on, not a stack of them
The usual way: buy a liquid add-on. Buy a fire add-on. Maybe a separate app for the heavy volumes. Then write caches out of one tool and read them into the next, and hope the frames line up. NeXus replaces the whole stack. Nothing gets exported. Nothing gets imported.
| NeXus | A stack of add-ons | |
|---|---|---|
| Add-ons to buy | One | One per effect |
| Liquid, fire, smoke, sand, foam and particles | One system | Split across tools |
| Liquid and smoke react to each other | Live, in the same sim | Cache out, cache in |
| One force shapes liquid, smoke and particles | Yes | Set it up again in each tool |
| Interfaces to learn | One | One per add-on |
| Licenses and updates to keep track of | One | One per add-on |
| Who to ask for help | One team | One per developer, each blaming the other |
| GPU support | NVIDIA, AMD, Intel and Apple | Varies by tool |
| Your license also runs in Cinema 4D | Yes, same engine | No |
| Built by | The X-Particles team, 10+ years in production | Varies |
Imitated but never equaled
NeXus is the original, and still the best. We are INSYDIUM, the team behind X-Particles. For over a decade we have built X-Particles and NeXus for Cinema 4D, used in production every day.
NeXus for Blender is not that code carried over. We rebuilt it on Theron™, our new GPU engine on Vulkan, with our own compute core. It runs on NVIDIA, AMD and Intel GPUs on Windows and Linux, and on Apple Metal on macOS. You get the raw speed of a low level compute platform like CUDA without being tied to one GPU maker.
One engine, two hosts. From 2026.1, NeXus for Cinema 4D and NeXus for Blender run on the same Theron engine, so a setup behaves the same way in both. Your experience and your training carry straight over.
Feels like part of Blender
Add a modifier from Add › INSYDIUM NeXus. Arrange your whole simulation as one list in the NeXus sidebar tab. Set it up in the Physics tab like any Blender object. A Particle Info node feeds particle data to your shader and geometry nodes. The interface comes in 10 languages.

Add › INSYDIUM NeXus. Every tool, grouped by job.

Presets. Liquids, materials and scatter in one click.

Generators. Shatter, oceans, meshing, trails and more.

Dynamics. Liquids, foam, fire, smoke and MPM.

Modifiers. 28 ways to move, color and shape particles.

Warps. 19 ways to bend and flow anything.

The whole simulation as one list. nxSystem builds a ready-made folder set, so big setups stay tidy.

Fire and smoke settings show the VRAM they will use before you sim.
Quill is optional. Per-particle logic lives in nxQuestion. Quill can write those conditions from a plain description, using a model you choose. By default that is a local Ollama server, so nothing leaves your machine. NeXus works fully without it.
What you get
- Over 40 NeXus modifiers, one system. Liquids, fire, granular, forces, meshing and caching all talk to each other.
- 12 months of updates. Everything we release while your support period runs is included.
- What you receive is yours to keep. Every build you get during your support period keeps working, whether you renew or not.
- We answer you either way. Our support does not switch off when a support period ends.
- Renewing is optional. No subscription. Nothing renews on its own and nothing is charged unless you choose to.
- Cinema 4D too. From 2026.1 your license also runs NeXus in Cinema 4D, at no extra cost.
- Windows, macOS and Linux.
Not sure your machine is ready? Try the full product free for 21 days before you buy.
Will it run?
| Blender | 4.3 or later, including 4.5 LTS and Blender 5 |
| GPU | 4 GB VRAM minimum with up to date drivers. Vulkan 1.3 on Windows and Linux. Metal 3 on macOS. |
| Windows | 10 or later, 64-bit. Windows on ARM is supported. You also need the Microsoft Visual C++ 2015-2022 Redistributable (x64), which most machines already have. |
| macOS | 13.0 Ventura or later, on Apple silicon and on Intel Macs with a Metal 3 GPU. Apple silicon build in this download. Intel Mac users get their build from the INSYDIUM Customer Account (Blender itself stops at 4.5 LTS there). |
| Linux | glibc 2.31 or later, for example Ubuntu 20.04 LTS |
| Licensing | Online. NeXus checks your license with our server, so it needs an internet connection to activate and to run. |
| Your license | Claim it at insydium.ltd/superhive with your Superhive order number. It appears in your free INSYDIUM Customer Account straight away. Full steps are in the Documentation tab. |
The small print
NeXus sends anonymous usage statistics. Nothing personal is stored. On a paid license you can turn this off in the NeXus preferences. On the free 21 day trial it stays on.
The Python add-on layer is GPL-3.0-or-later. The full license text and a NOTICE file explaining the split are inside the download. It drives a proprietary compiled simulation engine, which is a separate work and is not GPL. We provide the corresponding source for the GPL portion to any recipient on request.