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:
| Stage | What it decides | Group |
|---|---|---|
| ① Emission | Where the ink comes from | 1. Emitter Setup |
| ② Flow | How it moves (the fluid solve) | 2. Fluid Physics |
| ③ Look | What color and texture it is drawn with | 3. 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.
| # | Parameter | What it changes |
|---|---|---|
| 1 | Preset | The overall look |
| 2 | Flow Rate | Amount of ink (density) |
| 3 | Color Preset | The color scheme |
| 4 | Dissipation (Lifespan) | How long the ink lives |
| 5 | Turbulence | Organic movement |
| 6 | Emitter Mode | How the ink is emitted |
Presets
The Preset popup at the top loads a complete state — nothing from the previous preset lingers.
| Preset | What you get |
|---|---|
| Custom | Does nothing; the neutral position for manual work |
| Sumi-e Bleed | Japanese ink wash; soaks into the paper, dark edges |
| Neon Glow | Glows like a neon tube |
| Pastel Contours | Pastel tones with strong contour bands |
| Rising Smoke | Smoke rising from below |
| Ink in Water | Ink dropped into water |
| Liquid Flame | Fire |
| Monochrome Smoke | Swirling monochrome smoke |
| Falling Drip | A single falling drop |
| Source Colors | Flows the source layer’s own colors |
| Ink Reveal | The source layer appears in the shape of the ink |
| Ink Backdrop | Spreads behind the source as a backdrop |
| Wind Streaks | Horizontal 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
| Mode | Behaviour | Use it for |
|---|---|---|
| Layer Alpha | Ink emerges from the shape of the layer itself | The usual choice: logos, titles |
| Direction | A band along one frame edge pushes inward | Rising smoke, ink filling from below |
| Bloom | Radial burst from the Emitter Point | Ink 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
| Mode | Where color comes from | Uses |
|---|---|---|
| Gradient Ramp | A built-in ramp | Color Preset only |
| Multi-Color Source | The source layer’s own colors | — |
| Custom Colors | Your six color pickers | Color 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
| Preset | thin → dense |
|---|---|
| Pastel Dream | blue → white → red |
| Cyberpunk Neon | blue → cyan → magenta |
| Sumi-e Ink & Gold | black → dark tan → gold |
| Liquid Flame | black → red-orange → white |
| Monochrome | black → 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)
| Mode | Result |
|---|---|
| On Top | Ink over the source layer |
| Behind | Ink behind the source layer |
| Mask Source | Ink only inside the source’s shape |
| Additive Glow | Ink added on top (glowing feel) |
| Ink Only | Ink 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.
| Goal | Curve shape |
|---|---|
| Crisp edges | A steep S-curve rising at the center |
| Soft haze | A gentle slope |
| Kill the thin regions entirely | Keep the left side pinned to the bottom |
| Denser overall | Shift 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:
- Stack them A over B in the timeline
- Apply AiBow Ink to clip A
- Set
Composite Mode: Erase (Ink Matte),Emitter Mode: Direction,Dissipation: 0,Use Transition Progress: on - 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
- Raise
Flow Rate - Raise
Motion Impulse Scale - Set
Dissipationto 0 (it fades before covering otherwise) - Raise
Simulation Length
Troubleshooting
| Symptom | Fix |
|---|---|
| Nothing shows up | Move 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-shot | You passed Simulation Length. Raise it above your shot length (at 24 fps the default 300 is about 6 s) |
| Only one color appears | The ink is too thin. Raise Flow Rate / lower Dissipation / lower Edge Softness |
| Changing Color 1–6 does nothing | Set Palette Mode to Custom Colors (under Gradient Ramp the Color Preset ramp is used) |
| Contour Bands has no effect | The ink is thin. Raise Flow Rate |
| Bloom does not glow | Check Bloom Radius is not 0 |
| Raising gravity does not make ink fall | High Viscosity cancels it. Try Viscosity 0 |
| The look changed after switching Grid Resolution | Expected — 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:
- Lower
Simulation Length— the biggest lever; cost is proportional to it - Set
Viscosityto 0 — above 0.1 roughly doubles the cost - Lower
Grid Resolution— 512 → 256 is a large saving (the look changes too) - Set
Bleedto 0 if you are not using it - 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.