Real effects.
Right inside Blender.
Fire, smoke, water, sand, lasers, lightning and magic, simulated on your GPU and ready in one click.


Blender's particles scatter hair.
These pour, burn and glow.
PartiFx is a complete effects toolkit for Blender. A GPU engine written in Rust does the physics. A single sidebar panel does everything else.
153 finished effects. Pick a thumbnail, click Create, and the whole scene is built for you: emitters, colliders, props, materials and lights.
Simulated, not faked. Water keeps its volume. Sand forms cones. Smoke rises, curls and drifts. Hundreds of thousands of particles, live in the viewport.
Nothing to wire. No node trees to build, no caches to manage, no chain of other add-ons. Press play and it runs.
Fire that looks like fire.
Switch to Realistic and flames render as a true volume, starting white-hot and cooling into dark, rolling smoke.

Light from the effect itself. Fires, beams and spells cast real, flickering light onto the floor, the walls and the haze around them.
Air you can see. Haze, rolling ground fog, god rays and light pillars catch that light, the way they do on a film set.
Motion you can feel. Sparks and bolts stretch into streaks as they fly. Jet exhaust shows shock diamonds and a shimmer of heat.

Energy, on a beam.
Lasers, lightning and electric arcs between any two points, with a white-hot core, a colored glow and strands that crackle and re-strike.

Timed like a shot. Every beam powers up and down on the frames you choose, so blasts and strikes land exactly on the beat of your edit.
It lights the room. Beams light the smoke and floor around them. Blaster bolts spark on impact; a cutter burns a molten line into steel.

Magic, built like a game engine.
Several emitters stacked into one effect, the way Unreal's Niagara works. Ribbons of wind, burning runes, light rising from a well.


Motion graphics, the way you know them.
Cloner grids, effector fields, step wipes, shatter and sound-reactive sheets. The ideas from Cinema 4D, running on your GPU inside Blender.

Effectors you can stack. Push, spin, shake, scale, tint, freeze, slow or kill, inside any zone you can move and keyframe.
Music in the driver's seat. Bass, mids, highs and beat drive size, ripples and explosions. Load your own song.
Shape shifting. 20,000 clones flow between a sphere, a torus, a helix, a galaxy and your own text.

Procedural, without the node tree.
Strange attractors, FLIP-style liquids, wind tunnels, plexus networks and explosions that throw debris.

Chaos, drawn in light. Lorenz, Aizawa, Thomas, Halvorsen, Chen-Lee and Dadras attractors, with particles that follow the flow.
Liquids that behave. A dam break that crashes into a block. A droplet that throws up a crown. Honey that folds as it pours.
Fields you can see. Streamlines bend around a sphere in a wind tunnel. Particles trace magnetic field lines.

Hits that land.
Sword trails, bolts that fly across the room and burst on a wall, tracer fire, ricochets. The vocabulary of a game engine, finished and ready to render.

A slash is a path. The whole arc is one moving emitter. Drag its keyframes in the Graph Editor and the trail follows: a thrust, a flourish, a figure of eight.
Fly, hit, burst. Each bolt leaves a muzzle, streaks across the room, marks the wall and throws sparks, with a flash riding along the way.
Impacts with weight. Shockwave rings that expand, cracks that spread out from the hit, scorch marks with embers still glowing in them.

Anything under pressure.
Water jets, rocket plumes with shock diamonds, cold gas thrusters in vacuum, flamethrowers, steam and smoke.

Real volumes. Plumes and smoke render as true volumes in Cycles and EEVEE, not as sprites: they take light and cast shadows.
Jets that hit things. A water jet splits on the floor and throws spray back up. A flamethrower rolls up a wall and pushes smoke to the ceiling.
Shockwaves. Ground blasts, sonic booms and full explosions with debris, dust and a ring racing outward.

Water that pours.
Sand that piles up.
Three solvers in one add-on: real liquids, real grains and free-flying effects particles.


Liquids. Splashes, pours and fills glasses and pools. One switch turns the particles into a smooth water surface.
Grains. Sand, rice, beans and gravel with real contact and friction. Add wetness and they clump.
Two-way. Objects float in water, sink into sand or explode when the particles hit them.

And the rest of the toolbox.

Fire and propulsion. Fireballs, rocket smoke trails, plasma thrusters and long-exposure light trails.

Morph and disintegrate. Meshes crumble into dust, dust builds your logo, and shapes morph into one another.

Nature and weather. Snow that settles, leaves that flutter, dust storms and campfires.

Sci-fi. Portals, force-field shields, holograms, teleports and a jump to warp speed.

Trails and lines. Glowing trails, plexus networks, flow along curves and neon light painting.

Motion graphics. Galaxies, fireworks and bursts that move to the bass, mids and beat of your music.

Action. Bullet impacts, ground slams, shattering glass and a confetti cannon.

Then make it yours.
A preset is a starting point. Everything it builds is ordinary Blender data you can move, animate and re-material.
Key controls. Each effect shows only the handful of settings that matter: grain size and wetness for sand; color, width and crackle for a laser.
Resolution on a slider. Raise the particle count for finer detail, with separate viewport and render quality for volumes and liquid surfaces.
Start from nothing. An empty system plus beams, fog, haze, light pillars, rune circles, lights and new particle layers, one menu away.
Add anything, any time. A Toolbox adds colliders, forces, effector zones, strange attractors and events to the effect you already have. Nothing to rebuild.
Music. Drive emission, speed, size or forces with the bass, mids, highs or beat of a song.
Your own shaders. Age, speed, velocity and color are on every particle, ready for any material you build.
153 presets. Eighteen tabs.
Every one with a thumbnail in the sidebar gallery, and a full scene behind it.

Tech specs
Designed and developed by Raisy Clutch. EDEN 3D