Pyron — Documentation & Help

A true GPU volumetric fluid simulation for After Effects. Pyron simulates fire and smoke with a real Navier–Stokes solver and physically based blackbody emission — no stock footage, no flat sprites.

After Effects 2021 & laterWindows & macOSGPU · OpenCL / Metal8 / 16 / 32 bpc

Overview

Pyron generates fire, smoke and burning effects entirely on the GPU. Instead of compositing pre-rendered elements, it runs a 3D fluid simulation every frame: heat rises, fuel burns, smoke trails, and the volume is ray-marched with temperature-driven blackbody color. The result reacts to your parameters, your source layer, your comp lights and your camera in real After Effects 3D space.

Key features

Installation

Pyron is a single plug-in file — you copy it into an After Effects plug-ins folder and restart AE. A step-by-step How to Install guide (with copyable paths) is included in your download.

Windows — Shared location (all AE versions):
C:\Program Files\Adobe\Common\Plug-ins\7.0\MediaCore\
Windows — Specific AE version:
C:\Program Files\Adobe\Adobe After Effects [version]\Support Files\Plug-ins\
macOS — Shared location (all AE versions):
/Library/Application Support/Adobe/Common/Plug-ins/7.0/MediaCore/
macOS — Specific AE version:
/Applications/Adobe After Effects [version]/Plug-ins/
  1. Extract the downloaded archive.
  2. Copy Pyron.aex (Windows) or Pyron.plugin (macOS) to one of the paths above.
  3. Restart After Effects.
Tip: if Windows marks the file as blocked, right-click Pyron.aexProperties, tick Unblock (if shown), click OK, then copy it again.
After installation, the plugin appears under Effect > YCraft > Pyron in the Effects & Presets panel.
macOS: run the included Pyron_Setup installer (.pkg) — it places the plug-in automatically. Then restart After Effects.

Registration

When you buy Pyron on ycraft.dev, your license key is shown on screen right after checkout and also emailed to you. One license activates Pyron on up to 2 machines.

Pyron runs in trial mode until a valid license is entered. In trial mode, a watermark overlay is applied to the rendered output. To activate:

  1. Apply Pyron to a layer in After Effects.
  2. In the Effect Controls panel, click Options (top-right of the effect header).
  3. Paste your license key and click Activate.
  4. The watermark disappears after successful activation.
Activation needs an internet connection once; after that the license is verified offline, so Pyron keeps working without a connection.
Note: The watermark disappears immediately after successful activation — Pyron automatically invalidates the cache when license state changes. In rare cases (e.g. complex MFR pipelines), if the watermark persists, go to Edit > Purge > All Memory & Disk Cache or change any parameter to force a re-render.

Quick Start

  1. Create a Solid (or select any layer) and apply Effect ▸ YCraft ▸ Pyron.
  2. Open the Presets tab and pick a starting look (e.g. Logo Fire, Fire Trail, Burn Dissolve).
  3. For a logo / text burn: set a layer as the source (Pattern Type ▸ Source Layer) — its alpha seeds the fire.
    For a free flame: use the Source Position point in the comp with the sphere emitter.
  4. Tune Life, Buoyancy and Turbulence for the motion, then Color for the look.
  5. Design at a light Voxel Size; for final render raise it and set Quality ▸ Ultra. See Performance.

Parameter Reference

Click a group to expand it.

Presets
ParameterDescription
PresetOne-click starting looks (16). Custom leaves your settings untouched; the others stamp a complete look — Logo Fire family (source layer), Fire Trail family (source point), and Burn family (Softness, Sharpness, Directional, Radial, Dissolve, Iris).
Emitter & Source
How and where fuel enters the simulation. Pattern Type / Mask / Path Emitter / Light Source form the Source Pattern sub-group.
ParameterDescription
Pattern TypeEmission source: sphere emitter, a source layer's alpha, or a custom map.
Mask ScaleScales the source pattern/alpha used to seed emission.
Mask ContrastIncreases contrast of the source alpha so edges read sharper.
Mask ThresholdCutoff below which source alpha does not emit.
Path EmitterEmit along a motion path (e.g. a trailing flame following the Source Position).
Light SourceOptionally drive emission position from a comp light (Off / Auto / Light 1–4).
Emitter RadiusSize of the spherical emitter (point-source mode).
Source Size X / Y / ZPer-axis size of the emission region.
Source TemperatureInitial heat injected at the source — drives color (blackbody) and buoyancy.
Fuel AmountHow much combustible fuel is injected; higher = thicker, longer-burning fire.
LifeHow long fire/smoke persists before cooling away.
Life SoftnessSoftens the fade of dying smoke for a smoother tail (render-side).
FadeGlobal fade of the emission over its lifetime.
Fade SoftnessSoftness of the fade transition.
TrailLength of the emitted trail when the source moves over time.
OpacityFinal output opacity of the whole effect.
Source Position is set with the effect's point control directly in the comp.
Fire Physics
ParameterDescription
Burn ThresholdTemperature at which fuel ignites.
Burn RateHow quickly fuel is consumed into heat + smoke.
Heat OutputHow much heat each burn produces (brighter, more buoyant fire).
Smoke OutputHow much smoke each burn produces.
Heat DecayHow fast heat cools (faster = shorter flames).
Smoke DecayHow fast smoke dissipates.
Physics
ParameterDescription
BuoyancyUpward force on hot fluid — the main driver of rising flame.
GravityDownward force (use for falling embers / heavy smoke).
DragAir resistance; damps motion for a calmer, more viscous look.
Wind X / Y / ZDirectional wind force on the volume.
SpeedSimulation time scale — speeds up or slows down the whole sim.
Random SeedVaries the turbulence/noise pattern (active when Turbulence > 0).
Burn
Reveal-style burning driven by Burn Progress (keyframe it to animate the burn).
ParameterDescription
Burn ModeReveal style: Softness, Sharpness, Directional, Radial, Dissolve, Iris.
Burn DirectionAngle of a directional burn sweep.
Burn Progress0–100% of the burn reveal. Keyframe this to animate a logo igniting.
Burn WidthWidth of the active burning edge.
Burn NoiseIrregularity of the burn front for a natural, ragged edge.
Spark BoostExtra heat/brightness along the burning edge.
Turbulence
ParameterDescription
VorticityVorticity confinement — restores small swirls the solver would otherwise smooth away.
TurbulenceAmount of divergence-free curl noise added to the motion.
Turbulence ScaleSize of the turbulent features (large rolls vs fine wisps).
Turbulence SpeedHow fast the turbulence field evolves.
Heat Distortion
Screen-space heat-haze refraction around the fire.
ParameterDescription
Heat AmountStrength of the heat-haze distortion.
Heat ScaleSize of the distortion ripples.
Heat ComplexityDetail/octaves of the distortion noise.
Heat EvolutionAnimation phase of the distortion field.
Heat RiseHow much the haze drifts upward with the heat.
Color ▸ Fire
ParameterDescription
Color ModeBlackbody (physical, temperature-based) or Custom (your own gradient).
Min / Max Color TempBlackbody temperature range in Kelvin (maps cool→hot to color).
SourceCustom gradient — hottest color (flame core).
MidCustom gradient — mid color.
GammaBias of the color ramp toward hot or cool.
IntensityOverall fire emission brightness.
Burn Cutoff Center / WidthWhere (and how softly) the visible flame fades to nothing along temperature.
Color ▸ Smoke
ParameterDescription
Scatter ColorColor of light scattered through the smoke.
Smoke DensityOptical thickness of the smoke (absorption).
Smoke BrightnessHow brightly the smoke is lit.
Scatter AnisotropyDirectionality of light scattering (forward vs even).
Color ▸ Lighting
ParameterDescription
Self ShadowSmoke casting shadow on itself for volumetric depth.
Fire LightHow much the fire illuminates the surrounding smoke.
Key LightUse a comp light as a key (Off / Auto / Light 1–4).
Volumetric DepthStrength of the depth/volume shading.
Ambient Color / StrengthFill light color and intensity on the volume.
Color ▸ Grading
ParameterDescription
Color TintOverall color tint applied to the result.
Brightness FlickerSubtle animated brightness variation (candle/torch feel).
Hue ShiftRotates the hue of the whole render.
SaturationColor saturation.
ExposureOverall exposure (stops).
Sharpness
Render-side detail controls that sharpen the flame silhouette without re-simulating.
ParameterDescription
Density ContrastContrast curve on density — crisper flame edges.
Opacity ThresholdCuts the faintest haze for a cleaner edge.
Edge SamplingVolume sampling: Smooth (B-spline), Sharp (Catmull-Rom) or Ultra Sharp.
Flame AggressionMaster boost to vorticity/buoyancy for more aggressive, licking flames (sim-side).
FBM FlowFlow-advected detail noise for finer, animated structure.
Inner WispsAdds fine internal filaments inside the flame.
Render
ParameterDescription
QualityRender quality (anti-aliasing & ray-march sampling): Draft / Normal / High / Ultra. Affects how the volume is drawn, not how it is simulated.
Voxel SizeSimulation grid resolution — the main driver of sim speed and detail. Lighter = faster (use while designing); finer = more detail (use for final render).
Detail NoiseRender-side fractal detail added to the volume.
Detail ScaleSize of the detail-noise features.
Detail OctavesNumber of noise octaves (more = finer, slightly slower).
BloomGlow around bright fire.
Light CastExtends the fire's glow/light into the surrounding area.
Motion BlurOff / Effect Only / Comp Settings — velocity-based motion blur.
Shutter AngleMotion-blur shutter (when Motion Blur is on).
Volume DensityGlobal render density/extinction multiplier (thicker or thinner look) without re-simulating.
Blend ModeNormal (premultiplied) or Additive (fully visible glow).
Blend StrengthMix amount for the chosen blend mode.

Tips

Getting started & running Pyron

Start from a Preset — the fastest way in. Apply Pyron, open the Presets tab, pick a look, then fine-tune.
Design at Small — and Small renders great too. It's plenty for most fire. Only reach for Tiny when you want extra detail, and use it for the final render only, never while editing. (See Performance.)
Feels frozen at Tiny? It isn't crashed — the GPU is catching up. Wait, or edit at Small. Turning off Cache Frames When Idle helps.
Scrub gently — it's a real simulation. Jumping around the timeline forces a re-sim; play or scrub in order for the smoothest preview.
Diagonal watermark = trial mode. Click Options, paste your key, Activate — it clears instantly. (See Registration.)

Building the look

Apply Pyron to a black solid, not directly to your footage. The simulation needs its own canvas — composite the result over your footage with a blend mode (Add / Screen).
Burn a logo or text: assign it as the Source Layer. Its alpha becomes the fuel. Keyframe Burn Progress 0 → 100% to animate the reveal, and pick a Burn Mode (Directional / Radial / Dissolve / Iris) for the style.
Free-standing flame: use the Source Position point + sphere emitter. Move the point in the comp; raise Trail and enable Path Emitter for a flame that follows the motion.
This is a real simulation — motion needs a few frames to settle. It can't start or stop instantly. Plan your animation around that rhythm.
Parameters are coupled. After changing one (e.g. Buoyancy), scan the panel and rebalance the rest (Turbulence, Life, Speed).
Buoyancy is the main rising force. Add life with Turbulence + Turbulence Scale, then hold the swirls with Vorticity — vorticity amplifies existing motion, it doesn't create it.
For realistic fire use Blackbody color; set Min / Max Color Temp in Kelvin. For stylized looks switch Color Mode to Custom and set the Source (core) and Mid colors.
Sharper, more defined flames: open the Sharpness tab — raise Density Contrast, set Edge Sampling ▸ Ultra Sharp, and push Flame Aggression.
Direct the smoke with a comp light. Add an AE Light and set Key Light to it (or Auto) for directional shading and depth.
For curved flame paths, use a mask. Draw a mask path, copy it, and paste onto Source Position as keyframes.
Detail comes from parameters, not comp resolution. Switching the comp to 4K won't add fluid detail — use Voxel Size, Turbulence and the Sharpness tab.
Multiple Pyron layers work, but each adds its own GPU cost. Design one layer, then duplicate for richer choreography.
Working in HDR / 32-bit? Pyron renders true 32-bit float. After changing project depth, purge the cache (or nudge a parameter) so stale frames refresh.

Performance

Pyron is a true volumetric GPU simulation. Two independent controls shape performance:

🔥 Important — Voxel Size & your hardware
Small is the recommended everyday Voxel Size — great for most fire and responsive to work with.
  • Small renders great on its own — reach for Tiny (the heaviest grid) only when you want extra detail, and only for the final render, never while editing.
  • Small and Tiny want a strong GPU; Tiny especially needs plenty of VRAM. If a frame comes back empty, drop to Small — it recovers.
  • Mac: Apple Silicon M3 Pro or above recommended (especially for Tiny). On M1 / base chips, stay on Small / Medium.
💡 Snappier editing: turn off Composition ▸ Preview ▸ "Cache Frames When Idle" while you work — Pyron then gives the GPU to the frame you're viewing instead of pre-rendering ahead. Re-enable it for smooth RAM previews.
ℹ️ Note: changing the Voxel Size changes the simulation grid, so the look can shift slightly between a light editing grid and the final one — always do the final render at your chosen Voxel Size.

Windows

macOS (Apple Silicon)

Troubleshooting

The effect renders solid red

Pyron could not initialize the GPU. Update your graphics driver and confirm your GPU supports OpenCL (Windows) or Metal (macOS). See System Requirements.

After Effects freezes while editing at the Tiny Voxel Size

At the finest Voxel Size (Tiny), every simulated frame is very heavy to compute. If you change several parameters in quick succession — or if After Effects is pre-rendering the timeline in the background ("Cache Frames When Idle") while you edit — the GPU becomes saturated and the interface can appear frozen for a while. This is not a crash: the queued work is still being processed, and Pyron recovers on its own once it finishes.

Output is black / nothing renders

Make sure there is an emission source: either a Source Position in frame with a sphere emitter, or a valid Source Layer whose alpha is non-empty. Check that Opacity and Intensity are above 0.

The fire doesn't follow my logo / Source Layer (or the logo shows through)

Pyron emits fire from the source layer's alpha — it is used as fuel, not composited as an image.

A reshaped path still burns the old trail

After you edit a motion path (the Source Position or a light path), Pyron normally refreshes automatically. If an old trail lingers, nudge any parameter or purge the cache (Edit ▸ Purge ▸ All Memory & Disk Cache) to force a clean re-render.

Slow preview / timeline scrubs slowly

Lower the Voxel Size while editing and turn off Cache Frames When Idle (see Performance). Heavy fire on a deep timeline at the finest grid is compute-intensive by nature.

The look shifts when I change Voxel Size

Expected — Voxel Size changes the simulation grid. Choose your final grid before final render.

Looks wrong / stale in a 32-bit project after changing depth

Pyron fully supports 8, 16 and 32-bit (float). If switching project depth leaves stale cached frames, purge the cache (Edit ▸ Purge ▸ All Memory & Disk Cache) or nudge any parameter to force a clean re-render.

Registration dialog keeps appearing

Re-enter your license key and click Activate while online. If it persists, contact ycraft.apps@gmail.com — include the key you purchased with.

Updates

Updates are free and use the same download page as the trial:

  1. Apply Pyron, open Options → click Check for Update. If a newer version exists, the button becomes Get Update and opens the download page.
  2. Download the latest ZIP from ycraft.dev/get-pyron.
  3. Replace Pyron.aex in your plug-ins folder with the new one (same steps as Installation) and restart After Effects.
Your license stays active after an update — no need to re-enter your key.

System Requirements

Support