AiBow Tools
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AiBow Ink Parameter Guide

For v1.0 / Last updated: September 13, 2026

AiBow Ink is an After Effects plugin that computes ink, smoke and liquid motion growing out of your text and shapes, on the GPU. This page explains every parameter — including why it behaves the way it does. The 90-second tutorial is the fastest way in:

How AiBow Ink works

A few minutes here makes everything else much easier. AiBow Ink builds the image in three stages, and the groups in the Effect Controls panel map directly onto them:

StageWhat it decidesGroup
① EmissionWhere the ink comes from1. Emitter Setup
② FlowHow it moves (the fluid solve)2. Fluid Physics
③ LookWhat color and texture it is drawn with3. Color & Style / 4. Edge & Glow

When the image is not what you want, work out which stage the problem lives in — that narrows the parameters to touch immediately.

Everything is driven by density

Internally the frame is divided into a grid, and the plugin tracks how much ink each cell holds (its density). Color, opacity and glow are all functions of that density. If you only ever see one end of a color ramp, that means the ink is thin — the fix is Flow Rate, not the color controls.

Nothing appears at frame 0

Ink accumulates over time, so frame 0 is nearly transparent. On top of that the default Composite Mode is Ink Only, which hides the source layer too. This is not a bug — move the timeline forward 1–3 seconds.

Every frame re-simulates from the start

Each frame recomputes the simulation from frame 0 to the current time. That is what makes the result identical wherever you scrub to, and safe under Multi-Frame Rendering. The cost is that later frames take longer to render (see Making it faster).

The six controls that matter most

There are 40+ parameters; these six do most of the work.

#ParameterWhat it changes
1PresetThe overall look
2Flow RateAmount of ink (density)
3Color PresetThe color scheme
4Dissipation (Lifespan)How long the ink lives
5TurbulenceOrganic movement
6Emitter ModeHow the ink is emitted

Presets

The Preset popup at the top loads a complete state — nothing from the previous preset lingers.

PresetWhat you get
CustomDoes nothing; the neutral position for manual work
Sumi-e BleedJapanese ink wash; soaks into the paper, dark edges
Neon GlowGlows like a neon tube
Pastel ContoursPastel tones with strong contour bands
Rising SmokeSmoke rising from below
Ink in WaterInk dropped into water
Liquid FlameFire
Monochrome SmokeSwirling monochrome smoke
Falling DripA single falling drop
Source ColorsFlows the source layer’s own colors
Ink RevealThe source layer appears in the shape of the ink
Ink BackdropSpreads behind the source as a backdrop
Wind StreaksHorizontal streaks

Presets never touch these: Emitter Point / Grid Resolution / Processing / Simulation Length / Master Opacity — they depend on your shot and your machine, not on the look.

1. Emitter Setup (where the ink comes from)

Emitter Mode
How ink is emitted — one of the three modes below
Emitter Point
Bloom only. The emission center; drag it in the comp
Flow Rate
Amount of ink. Higher = denser. Default 50
Emission Radius
Width of the source. Default 15
Motion Impulse Scale
Injected velocity — the “push”. Default 10. At 0 the ink wells up quietly
Direction
Direction mode only: to Up / Down / Left / Right

The three emitter modes

ModeBehaviourUse it for
Layer AlphaInk emerges from the shape of the layer itselfThe usual choice: logos, titles
DirectionA band along one frame edge pushes inwardRising smoke, ink filling from below
BloomRadial burst from the Emitter PointInk dropped into water, bursts, a single blot

Apply Layer Alpha to a layer with transparency around it (text, shapes). On a full-frame solid the whole frame becomes the source. Direction and Bloom ignore the layer’s shape, so a solid is fine there.

Switching modes greys out every parameter that mode does not read — anything greyed out can be ignored.

2. Fluid Physics (how it moves)

Grid Resolution
Simulation detail (128 / 256 / 512). Higher = more detail, slower. It also changes the character of the motion, so re-tune after changing it
Vorticity (Swirl)
Swirl strength. Higher = more curling. Default 40
Viscosity
Thickness. Higher = gooier. ⚠️ Above 0.1 roughly doubles the cost
Dissipation (Lifespan)
How fast ink fades. Lower = lives longer. Default 3
Gravity X (Wind)
Horizontal buoyancy — pushes only where ink already is
Gravity Y (Buoyancy)
Vertical buoyancy. Positive is downward
Turbulence
Organic noise forces. 0 = off
Turbulence Scale
Size of the turbulence swirls; smaller = finer agitation
Turbulence Detail
Octaves of turbulence (1–6)
Turbulence Speed
How fast the turbulence pattern evolves
Wind X / Y (Uniform)
Uniform wind across the whole frame

Gravity vs. Wind

Gravity pushes only where ink is (buoyancy-like); Wind pushes the whole frame uniformly. To move everything in one direction use Wind; to express weight or lightness use Gravity. At equal numbers Gravity reads stronger — that is by design (uniform forces are largely cancelled inside the fluid solve, density-weighted ones are not).

Where Turbulence shines

For anything that should look organic — smoke, fire — values around 60–150 transform the result. To let ink drift naturally, keep Gravity and Wind at 0 and let Turbulence do the work.

High Viscosity cancels out Gravity and Wind. If “I raised gravity and nothing falls”, set Viscosity to 0 first.

3. Color & Style

Palette Mode
How color is decided (three modes below)
Color Preset
The five ramps used by Gradient Ramp
Color 1–6
Used by Custom Colors. Color 1 (Core) is the dense center, Color 6 (Faint) the thin outside
Ramp Interpolation
How colors blend. Perceptual (OkLab) recommended — resists muddying
Contour Bands
Number of contour steps. 0 = smooth. 8–16 is the useful range
Band Softness
Softening of the contour steps
Edge Threshold (Crisp)
Density at or below this becomes fully transparent
Edge Softness
Width of the edge falloff. Lower it to make thin ink visible
Glow Intensity
Brightens dense areas (no spread — spreading is Bloom’s job)
Use Appearance Curve
Replaces the two edge controls with a curve (see below)

The three palette modes

ModeWhere color comes fromUses
Gradient RampA built-in rampColor Preset only
Multi-Color SourceThe source layer’s own colors—
Custom ColorsYour six color pickersColor 1–6

If changing Color 1–6 does nothing, check Palette Mode — under Gradient Ramp the Color Preset ramp is used instead. This is the most common mix-up.

The five color presets

Presetthin → dense
Pastel Dreamblue → white → red
Cyberpunk Neonblue → cyan → magenta
Sumi-e Ink & Goldblack → dark tan → gold
Liquid Flameblack → red-orange → white
Monochromeblack → grey → white

These are density-to-color maps. If the ink stays thin you will only ever see the left end.

4. Edge & Glow

Bloom Radius
How far the light spreads. ⚠️ At 0 there is no bloom at all
Bloom Intensity
Strength of the bloom
Bloom Color
Color of the bloom
Rim Width
Width of the rim line. 0 = off
Rim Color
Color of the rim line
Edge Darken (Paper Bleed)
Darkens the edges — like real ink pooling at the boundary as it dries
Texture Layer
A layer to use as paper/texture input
Texture Strength
How strongly that texture is applied

If raising Bloom Intensity does nothing, check that Bloom Radius is not 0. Glow Intensity(in Color & Style) only brightens — the one that actually spreads light is Bloom.

Compositing & master settings

Composite Mode (how ink and source are combined)

ModeResult
On TopInk over the source layer
BehindInk behind the source layer
Mask SourceInk only inside the source’s shape
Additive GlowInk added on top (glowing feel)
Ink OnlyInk alone; the source layer disappears (default)
Reveal (Ink Matte)The source appears where the ink is
Erase (Ink Matte)The source disappears where the ink is

To hide the original text, keep the default Ink Only. Turning off the layer’s eye icon removes the emitter itself and the ink with it. For shot-to-shot transitions use Reveal / Erase.

Master Opacity
Opacity of the ink only; the source layer is untouched. Default 100
Simulation Length (steps)
How long the simulation keeps running. Default 300. Beyond it every frame is identical (see below)
Processing
Auto / GPU (CUDA) / CPU. Leave it on Auto. Without an NVIDIA GPU it falls back to the CPU with identical results

The ink freezes past Simulation Length

Past the set value, every frame renders identically — the ink appears to stop. The default 300 is about 10 seconds at 30 fps and about 6 seconds at 24 fps; raise it for longer shots. It is also the render-cost ceiling: raising it costs more, but nothing beyond it does.

5. Solver

Bleed (Diffusion)
Spreads ink into neighbouring cells independently of the flow — the soaking-into-paper look. 0 = off. Useful range 1–20
Use Transition Progress
Drives progress from a slider instead of time (see below)
Transition Progress (%)
That progress value; keyframe it
Simulation Speed (%)
Overall speed. Default 100

Appearance Curve

Normally Edge Threshold and Edge Softness define, linearly, at what density the ink starts to show and when it becomes opaque. Turning on Use Appearance Curve replaces that line with a curve you can shape freely.

GoalCurve shape
Crisp edgesA steep S-curve rising at the center
Soft hazeA gentle slope
Kill the thin regions entirelyKeep the left side pinned to the bottom
Denser overallShift the whole curve upward

X is density (thin on the left), Y is opacity (transparent at the bottom). Drag the points to edit. While it is on, Edge Threshold / Edge Softness are greyed out — the curve has taken over.

Using it as a transition

To cut from clip A to clip B with ink:

  1. Stack them A over B in the timeline
  2. Apply AiBow Ink to clip A
  3. Set Composite Mode: Erase (Ink Matte), Emitter Mode: Direction, Dissipation: 0, Use Transition Progress: on
  4. Keyframe Transition Progress: 0 where the transition starts → 100 where it completes

The ink eats away A and reveals B underneath. With Use Transition Progress on, the slider — not time — drives the simulation, so it lands on the exact frame you choose and can run backwards (100 → 0). While it is on, Simulation Speed is ignored.

If it never covers the frame

  1. Raise Flow Rate
  2. Raise Motion Impulse Scale
  3. Set Dissipation to 0 (it fades before covering otherwise)
  4. Raise Simulation Length

Troubleshooting

SymptomFix
Nothing shows upMove the timeline forward 1–3 seconds (the most common cause). Also check you are not on a full-frame solid in Layer Alpha mode, and that the layer’s eye icon is on
The motion freezes mid-shotYou passed Simulation Length. Raise it above your shot length (at 24 fps the default 300 is about 6 s)
Only one color appearsThe ink is too thin. Raise Flow Rate / lower Dissipation / lower Edge Softness
Changing Color 1–6 does nothingSet Palette Mode to Custom Colors (under Gradient Ramp the Color Preset ramp is used)
Contour Bands has no effectThe ink is thin. Raise Flow Rate
Bloom does not glowCheck Bloom Radius is not 0
Raising gravity does not make ink fallHigh Viscosity cancels it. Try Viscosity 0
The look changed after switching Grid ResolutionExpected — resolution affects the character too (especially Viscosity and Bleed). Re-tune after changing it
Is my GPU being used?Right-click the effect name → About shows the recognized GPU (or that it is running on the CPU)

Making it faster

In order of impact:

  1. Lower Simulation Length — the biggest lever; cost is proportional to it
  2. Set Viscosity to 0 — above 0.1 roughly doubles the cost
  3. Lower Grid Resolution — 512 → 256 is a large saving (the look changes too)
  4. Set Bleed to 0 if you are not using it
  5. Drop the preview quality to 1/2 — the simulation cost is unchanged, but the display gets faster

A good workflow: work at 256 wide, switch to 512 wide only for the final render.

Support

For purchase support, open a support ticket from the aescripts + aeplugins product page (“Need Support?”) — it reaches the author directly.

Including your After Effects version, Windows version, GPU (shown in About) and the settings in use (e.g. the Preset name) speeds things up a lot.