Vapre
GPU fire and smoke simulation and volumetric rendering, inside your compositor.
The free trial is the full plugin — it watermarks the render. No time limit, no feature gates.
Demo reel — TODO
Vapre is a live CUDA fluid solver and volume renderer in a single OFX plugin. The node holds a GPU simulation that evolves as the timeline plays and ray-marches it straight to a rendered RGBA image — no cache, no disk, no round-trip. Light it, collide it, art-direct it, and see the result in comp.
What it does
Simulate in comp
MAC staggered-grid velocity, MacCormack advection, red-black Gauss-Seidel pressure projection, vorticity confinement with IVOCK restoration, and sparse active-tile compute. Deterministic and replay-safe.
Fire that behaves like fire
Fuel, ignition and burn drive heat, soot and expansion, with temperature buoyancy and cooling. Blackbody emission, and the fire lights the smoke around it.
Render, don't export
Emission-absorption ray-march with a deep-shadow light volume for single-scatter self-shadowing, Henyey-Greenstein phase, real-world focal + sensor camera, and velocity motion blur.
Match your 3D scene
Expression-link the camera to your scene camera and the bounds to a locator. Feed it Position, Emission, Velocity and Holdout clips straight from an EXR — emit from geometry, occlude against depth, and collide with it.
Runs in
Nuke · Fusion · DaVinci Resolve
Requirements
- Linux x86-64 (Windows build in progress)
- NVIDIA GPU, Turing (sm_75) or newer
- NVIDIA driver ≥ 535 — no CUDA toolkit needed
Ships as OFX — so it runs in Nuke Indie, which does not accept NDK plugins.
Known limits
We would rather you knew before you bought.
- Sparse compute, dense memory — resolution is VRAM-bound.
- The collider is a view-dependent static shadow volume, not a watertight or moving object.
- No .vdb import/export and no motion-vector AOV yet.
Pricing
Perpetual. Buy once, own it forever — the first year of updates is included.