INSYDIUM NeXus


INSYDIUM NeXus
NeXus is GPU-accelerated particle simulation for Cinema 4D and Blender, with real-time viewport feedback and fast iteration. From fluid dynamics, fire and multi-material simulation to organic growth and constraint-based dynamics, everything runs on the GPU. One licence works in both.
Imitated but never equalled, NeXus is the original and still the best.
New in 2026.1
- NeXus for Cinema 4D: rebuilt on the same engine as NeXus for Blender. One licence, both hosts.
- nxMPM: a new multi-material solver. Liquid, elastic, snow, sand, brittle, metal and foam materials in one simulation.
- nxMPM controls: two solver modes, resolution control with a grid memory estimate, walls that can open and full nxCollider support.
- nxMPM material mixer and fracture: materials change into other materials by age, speed, stretch, damage and more. Fracture lets any material crack apart.
- nxMPM auto sleep: particles at rest stop computing until a collider, a force or the grid wakes them again.
- nxMaterial: one click makes an emitter with an MPM material ready to simulate.
- nxDeformer: the particles move and your mesh follows. It can tear where the mesh stretches too far and remesh. In Blender it can also subdivide and deform curves.
- nxPin: hold selected particles still to anchor cloth, rope and soft bodies. Pick them by falloff, group, ID list, particle data or object, carry them on an object or pin them on birth only.
- nxBind: keep particles in place inside a deforming volume, then release them by age, life, speed or temperature, in chunks if you like.
- nxBioLogic: cellular growth with reaction-diffusion, differential growth, physarum, particle life plus coral and primordial modes, with tube meshes.
- nxOcean: a GPU ocean surface with wind and wave spectrum controls, foam and whitecaps, spray, wakes from moving objects and shorelines. Objects can float on the waves and the ocean works with FLIP liquids.
- nxShatter: break meshes into pieces on the GPU.
- nxWarp: a new modifier that warps particles, with Scroll, Fit Parent and the NeXus noise types. Particles that leave it can be killed, moved to another group or released.
- Falloffs: nine new shapes including Torus, Capsule, Cone, Spline and Attribute, plus falloff layers that invert, clamp, remap, step, quantize, curve, cycle, freeze, decay, delay or grow. Every modifier layer gets its own falloff list and there is a new nxFalloff Modifier.
- Cyclic layers: repeating patterns with a Cyclic layer in nxColor and a Cyclic generator in nxFlowField.
- nxEmitter Initial State: start a simulation from a saved state, kept in the scene or in a file. Keep Stored Age keeps the saved age of each particle.
- nxEmitter Display Channels: several display channels you switch between, each with its own colour, that mapping can read from.
- Mapping to many targets: one mapping layer can now drive several parameters.
- Match Solver Resolution: every emitter can now match the solver resolution.
- nxQuestion: Set Sleep for nxMPM particles and an Asleep flag.
- FLIP liquids: thick, non-Newtonian liquids, liquid density in the mixer, wall friction and colouring by viscosity or density.
- nxCollider: adhesion with Stick Distance, Creep, Pull, Escape Speed and Stringing. Variation now also works on Bounce, Friction, Scatter and Expand. Surface maps can come from vertex maps, attributes, colour, images or noise. There is a new Outside, Fill Hollows normals option.
- nxMesher: UV advection, so textures move with the liquid, plus Detail Aware smoothing and nxGroups as a source.
- nxCache: record a frame range. It stops safely with a warning when the disk is full.
- New viewport renderer: shared by both hosts, with improved voxel drawing for FLIP, nxExplosiaFX and nxFlowField.
- Add menu: sorted into Presets, Generators, Dynamics and Modifiers.
- And more: a new nxGenerator mode with tabbed settings, per-layer colour in nxDendrite, create buttons for nxFoam and nxSheeter plus spline thickness in nxCover.
- Blender: Collection Instances work as colliders and in every modifier that takes a mesh. Falloffs can read vertex maps, nxQuestion gains a GLSL script editor and Quill can use your own AI provider. Windows ARM64 is now supported.
- Cinema 4D: a link to the native GPU particles and Pyro in Cinema 4D 2025.3 or later, where NeXus modifiers can also drive the native particles. A NeXus Project Settings tab with document substeps plus GPU preferences and Rewind on Load.
Change history
What changed in each 2026.1 Beta. Items marked Blender or Cinema 4D are for that host only. All the others are in both hosts.
2026.1 Beta 2
Added
- nxOcean: a GPU ocean surface with wind and wave spectrum controls, foam and whitecaps, spray, wakes from moving objects and shorelines. Objects can float on the waves and the ocean works with FLIP liquids.
- nxShatter: break meshes into pieces on the GPU.
- nxWarp: a new modifier that warps particles, with Scroll, Fit Parent and the NeXus noise types. Particles that leave it can be killed, moved to another group or released.
- #8987nxEmitter: a Keep Stored Age option for the initial state.
- nxCollider: a new Outside, Fill Hollows normals option.
- Modify Cinema 4D Particles in the NeXus Project Settings, so NeXus modifiers can drive the native particles in Cinema 4D 2025.3 or later. (Cinema 4D)
- #8943GPU preferences and Rewind on Load in the NeXus preferences, as in Blender. (Cinema 4D)
Changed
- FLIP Wall Friction now also grips the liquid when viscosity is off.
- #8960PBD strength sliders no longer depend on particle size. Older scenes may look different.
- #8990nxMPM Brightness Blend By now has a Channel pick.
- #8988nxMPM Mixer Age and Time windows. Blender can use frames or seconds, Cinema 4D shows frames.
Fixed
- #8936Fixed the lighting on filled particle shapes.
- #8981Fixed a switched off nxEmitter's particles not hiding at once.
- #8946Fixed folded collider tips making the air around them solid.
- #8948Fixed nxMesher leaving the old mesh in place when a frame builds no mesh.
- #8956Fixed collider group filters not applying to FLIP liquids and nxMPM.
- #8975Fixed collider friction not applying to SPH contacts.
- #8979Fixed nxMPM collider friction not applying where a particle meets the face.
- Fixed FLIP collider friction being too strong with several substeps, so viscous streams now handle colliders better.
- #8959Fixed PBD blowing up with particles of zero radius.
- #8978Fixed nxBind not anchoring to the nearest point on the triangle.
- #8983Fixed nxBind capturing newborn particles away from the object's pose at their birth.
- #8954Fixed nxBioLogic tube points that sit very close together not welding.
- #8971Fixed nxBioLogic cells not being born at their grow-in radius.
- #8949Fixed nxDeformer not refreshing when the source mesh moves on a paused frame, and hiding a source again after you showed it.
- #8673Fixed nxMPM Wake Spread not travelling through sleeping material.
- #8969Fixed a lost GPU crashing the host. NeXus now stops and reports the error.
- Reduced random device lost errors on some of the newest GPUs.
- #8980Reduced GPU memory use while shaders warm up.
- #8937Fixed the add-on not registering in Blender 4.3 to 4.5. (Blender)
- #8950Fixed a cached simulation not replaying to the current frame after an undo or loading a file. (Blender)
- #8953Fixed nxBioLogic replacing your own material on its tubes. (Blender)
- #8951Fixed nxDeformer shading normals not refreshing when the points move. (Blender)
- #8965Fixed the vertex map falloff add buttons working outside Object Mode. (Blender)
- #8945Fixed nxFLIP solid and liquid voxels not drawing. (Cinema 4D)
- #8974Fixed undo of the Scale tool on nxEmitter taking more than one step. (Cinema 4D)
- #8749Fixed nxGenerator not showing instances of hidden sources. (Cinema 4D)
- #8895Fixed source display colours being read wrongly. (Cinema 4D)
2026.1 Beta 1
Added everything in New in 2026.1 above, apart from what came in Beta 2. These fixes are for problems found in the NeXus for Blender 2026.0.1 release.
Simulation
- #8614Fixed nxEmitter Pulse mode emitting more particles than its birth rate.
- #8614Fixed nxEmitter Birth Rate per second emitting too many particles at low rates. (Blender)
- Fixed nxEmitter object emission defaulting to Polygon Center, which stacked particles on a few points. (Blender)
- #8480Fixed the scale of an emitting object changing the speed of the particles it emits.
- #8630Fixed nxEmitter emission direction ignoring the source object's rotation.
- #8632Fixed nxEmitter Random direction bunching at two poles instead of spreading evenly.
- #8576Fixed nxEmitter losing its emission direction at zero speed, which broke the Tangential setting.
- #8631Fixed nxEmitter Subframe Emit being ignored when emitting from a moving object.
- #8672Fixed nxEmitter grid emission stepping or breaking into clumps when Document Substeps is above 1 (also #8466).
- Fixed nxEmitter One per Element and vertex selections being ignored when emitting from polygon area.
- #8514Fixed nxEmitter Fill Level ignoring object Z scale with the regular and hex distributions.
- #8799Fixed nxEmitter curve emission so particles follow the curve normal and Points spread evenly.
- #8515Fixed switching an emitter object's Region Mode to Exclude during playback killing every particle.
- #8891Fixed nxLiquid Fill creating particles outside the nxFLIP Domain that fall forever.
- #8550Fixed particles aging twice per frame in some scenes, which made nxFoam expire before its Lifetime.
- #8429Fixed particles not showing on some AMD GPUs.
- #8822Fixed nxFLIP liquid sticking to a collider it starts beside.
- #8730Fixed nxFLIP Domain with closed walls pulling in particles from outside its bounds.
- #8706Fixed nxFLIP Domain Minimum Particles reseeding overriding Maximum Particles.
- #8703Fixed nxFLIP Domain and nxExplosiaFX taking fewer substeps than expected when Min Substeps is above Max Substeps.
- #8704Fixed nxSPH running in slow motion when Min Substeps is set above Substeps.
- #8708Fixed nxSPH Min Density having no effect.
- #8713Fixed nxSPH Velocity Correction having no effect and made it stable.
- #8717Fixed several nxSPH density solve faults, including isolated particles blowing up at Damping 0.
- #8462Fixed nxFoam bubbles bouncing endlessly on the fluid surface.
- #8479Fixed nxFoam spray bouncing on the fluid surface instead of settling.
- #8548Fixed nxFoam creating no foam on macOS.
- #8588Fixed nxFoam ignoring the time scale of its nxFLIP Domain.
- #8890Fixed nxFoam spawning bubbles along the domain walls and outside its box.
- #8707Fixed nxFoam and nxSheeter creating more particles than their Max Particles limit.
- #8452Fixed nxSheeter not sheeting high resolution liquid when Max Particles is 0 (unlimited).
- #8925Fixed nxExplosiaFX smoke disappearing when force modifiers such as nxRotate act on it.
- #8535Fixed nxExplosiaFX channel diffusion making adaptive bounds mark the whole domain active.
- #8611Fixed particles slipping through nxCollider geometry they rest on.
- Fixed particles sometimes passing into an nxCollider without bouncing, more often with many substeps.
- #8666Fixed particles passing through a thin nxCollider that moves quickly.
- #8633Fixed moving nxCollider objects hitting particles harder as Document Substeps increase.
- #8847Fixed nxCollider friction changing with the collision or fluid substep count (also #8872).
- #8667Fixed nxCollider motion going wrong when a collider's point count changes between frames.
- #8608Fixed nxCollider affecting every particle group when its last group row was switched off.
- #8734Fixed nxCollider and nxGenerator ignoring particle groups numbered above 31.
- #8530Fixed nxSticky, nxFollowSurface, nxScale and nxAvoid distances changing with the target object's scale.
- #8524Fixed nxAvoid snapping particles around objects instead of steering them smoothly.
- #8532Fixed nxCover Ray on splines depending on the target object's scale.
- #8536Fixed nxCover Ray capturing nothing on splines with closely spaced points.
- Fixed nxCover Particle speed mode giving an invalid speed on some GPUs.
- #8567Fixed the nxCover Change Color amount acting as 100% at any value. (Blender)
- #8615Fixed nxSpeed Change and Exponential modes acting faster as Document Substeps increase.
- #8568Fixed nxSpeed Acceleration layers being a thousand times too weak. (Blender)
- #8564Fixed nxSpin Incremental Spin layers never rotating particles with the default Clamp. (Blender)
- #8930Fixed nxRotate Force mode losing every particle when the emitter Mass is 0.
- #8569Fixed the nxFlock Periphery view cone being half the angle shown. (Blender)
- Fixed nxFlock flee from first or last particle not working with a group link.
- #8531Fixed nxWave affecting a region twice the size of its bounding box.
- #8724Fixed nxColor layer Strength creeping toward the layer color instead of acting as an opacity.
- #8906Fixed nxDendrite Curl settings having no effect.
- #8623Fixed nxDendrite Network branches freezing against a container mesh with Axis set to Positive or Negative.
- #8624Fixed nxDendrite mesh containment with On Hit Stop collecting branches on one side.
- #8622Fixed an nxQuestion Fluid Density question stopping the whole question tree.
- Fixed nxQuestion Script rows that read another particle failing to compile.
- #8471Fixed nxMesher Open Sides having no effect with Custom Bounds.
- #8489Fixed nxMesher vertex map smoothing applying to the wrong map.
- #8518Fixed nxFlowField layer Opacity and blend modes not applying correctly.
- #8823Fixed nxFlowField ignoring the rotation of its domain.
- #8761Fixed nxFlowField spline layers joining separate splines with a straight line.
- #8825Fixed nxFlowField trails stopping short of the domain edge at small Voxel Sizes.
- #8760Fixed an nxFlowField layer using data left over from its previous layer type.
- #8762Fixed an nxFlowField layer reusing a hidden object after its object list was emptied.
- #8763Fixed an nxFlowField Particles layer affecting all particles when none of its sources could be used.
- #8767Fixed an nxFlowField Particles layer falling back to the first emitter when a source was missing. (Blender)
- #8768Fixed an nxFlowField Particles layer dropping sources when more than sixteen are listed. (Blender)
- #8551Fixed nxFlowField applying its force twice in some scenes.
- Fixed Data Mapping on Smoke, Temperature or Fuel applying a value when nothing produced that data.
- #8463Fixed deleted objects staying in modifier object lists and causing unexpected collisions. (Blender)
- #8838Fixed nxGenerator continuing to generate an object after it was deleted. (Blender)
- #8521Fixed particles not clearing when jumping back to the start frame. (Blender)
Caching
- #8455Fixed nxCache sometimes skipping frames, including the first frame.
- #8465Fixed nxCache with a Cache ID falling back to older cache folders.
- #8473Fixed nxCache not continuing a partial cache after a crash.
- #8527Fixed nxCache ignoring its custom playback frame range.
- #8795Fixed nxCache failing with folder paths that contain non-English characters on Windows.
- #8486nxCache now warns and stops when the cache drive runs out of space.
- #8495Fixed stuttering at collisions when playing back an nxCache at a slower speed.
- #8502Fixed the emitter radius changing during retimed nxCache playback.
- #8516Fixed cached nxExplosiaFX volumes and nxMesher output not blending during retimed playback.
- #8525Fixed nxGroup particles not showing in the viewport after caching.
- #8510Fixed nxCache sources unlinking after saving or switching files. (Blender)
- #8538Fixed nxCache not playing back in linked copy scenes. (Blender)
- #8544Fixed Empty Cache not clearing other scenes. (Blender)
- #8634Fixed applying an nxCache preset overwriting the cache's ID and folder. (Blender)
- Fixed the nxCache Smoke record option not recording smoke. (Blender)
- Fixed nxCache not greying out a source that is switched off. (Blender)
- #8534Fixed nxExplosiaFX VDB output after a crash, so the folder no longer needs clearing by hand. (Blender)
Crashes and stability
- #8481Fixed a crash on first play of a grid emitter liquid scene with raised substeps.
- #8482Fixed a crash when an emitter with a delayed start first emits into a fluid domain.
- #8504Fixed a crash when adding an emitter to nxMesher with a coarse grid.
- #8533Fixed a crash with nxExplosiaFX viscosity diffusion.
- #8547Fixed a possible crash when clearing nxCache while frames were still being written.
- #8474Fixed stray blocks from deactivated cached emitters with nxUpres and a crash while caching.
- Fixed a possible GPU crash when emission grows the particle count.
- Fixed a GPU crash when adding a curve to an nxEmitter in a regular spacing mode.
- #8454Fixed a GPU crash after a few hundred frames in scenes with many particle connections.
- #8464Fixed a crash when NeXus runs alongside some third-party add-ons. (Blender)
- #8469Fixed Blender closing on macOS when switching to Material Preview after using Node Wrangler. (Blender)
- #8574Fixed an intermittent crash when deleting a modifier that creates child objects. (Blender)
- #8580Fixed a crash when rendering scenes with nxMesher, nxTrail and other modifiers that create objects. (Blender)
- #8597Fixed a crash with nxExplosiaFX VDB Output on when the playhead returns to the start. (Blender)
Performance
- #8468Fixed long delays in high particle count scenes with nxPush and other neighbor based modifiers.
- #8662Fixed nxCollider being slow on large flat meshes and rebuilding its collision data every frame.
- #8586Fixed nxQuestion spawning particles slowly.
- #8617Fixed nxDendrite Network mode with mesh containment running slowly at Boundary Offset 0.
- #8513Improved nxMesher Gaussian smoothing speed and fixed its weighting.
- #8559Improved the speed of mesh volume tests in nxCover, nxDendrite and nxKill.
- #8620Reduced GPU memory use by no longer reserving Smoke, Temperature and Fuel data no modifier uses.
Rendering
- #8476Fixed a single frame render (F12) not matching the same frame in an animation render. (Blender)
- #8500Fixed the nxEmitter Material color mode not working with volume emission.
- #8561Fixed frozen or stuck particles smearing in motion blur, including fluid held by nxSticky or nxCover.
- Fixed nxMesher naming emitter vertex maps after the wrong emitter. (Blender)
- #8488Fixed nxMesher not offering or exporting vertex maps for nxExplosiaFX layers. (Blender)
Viewport
- #8584Fixed particles disappearing at rest with Display set to Lines or Arrows.
- #8693Fixed nxEmitter Autoscale gradient colors shifting every frame.
- #8757Fixed the nxFlowField preview, snapshot and VDB export using the wrong field with more than one nxFlowField.
- #8826Fixed nxFlowField Show Voxels drawing a coarser grid than the field uses.
- #8829Fixed nxFlowField Flow Grid export recording the wrong field size.
- #8861Fixed nxEmitter Material and Texture color modes drawing black particles on shape emitters. (Blender)
- Fixed the nxEmitter Plane setting showing on Sphere and Box shapes and rotating their drawing. (Blender)
- #8570Fixed nxEmitter Gradient by Speed ignoring the manual value range. (Blender)
- #8880Fixed nxGenerator preview placing every instance on the last object when all Bias values are 0%. (Blender)
- #8543Fixed nxMesher showing the wrong frame after switching scenes. (Blender)
- #8566Fixed the nxSplash cone preview drawing twice while selected. (Blender)
- #8573Fixed modifier handles staying visible after the object or its collection is hidden. (Blender)
Interface
- #8612Fixed animated NeXus properties showing without a proper name in the Graph Editor and Dope Sheet. (Blender)
- #8575Fixed a duplicated modifier sharing keyframes with the original. (Blender)
- #8457Fixed generated objects not following an nxGenerator moved to another collection. (Blender)
- #8478Fixed nxColor losing its gradient and curve when copied into a new file. (Blender)
- #8565Fixed nxGroup Color Mode offering Shader and Object Color options that did nothing. (Blender)
- #8583Fixed object pickers listing deleted objects. (Blender)
- #8625Fixed Reset Modifier not restoring dropdown settings on nxFalloff. (Blender)
- #8626Fixed the nxQuestion Script error check rejecting valid scripts. (Blender)
- #8705Fixed nxTrail Spline settings looking active when Display is not Splines. (Blender)
- #8769Fixed nxFlowField object lists accepting objects the layer cannot use. (Blender)
- Fixed the Smooth falloff curve preset being a straight line. (Blender)
- Fixed nxFluids showing the previous solver's settings in Mapping after a Solver change. (Blender)
- Fixed the nxMesher vertex map toggle tooltips saying the opposite of what they do. (Blender)
- #8517Fixed the nxCache build window on macOS falling behind Blender. (Blender)
Powered by Theron™
Theron is our GPU simulation engine. It is built on a modern Vulkan foundation with our own compute core, so nothing waits on your CPU. Simulations solve quickly, scale to high particle counts and update in the viewport while you work.
Vulkan is why it runs where you do: NVIDIA, AMD and Intel on Windows and Linux plus Apple Metal on macOS. You get the power of a low level compute platform without being tied to one GPU vendor.
One engine, two hosts. NeXus for Cinema 4D and NeXus for Blender run on the same Theron engine, so a setup behaves the same way in both. Your experience and your training carry straight over. What changes is how you add things and wire them up in each host.
Works with Cinema 4D's own GPU particles and Pyro. In Cinema 4D 2025.3 or later, NeXus links straight into Cinema 4D's native GPU particles and Pyro. NeXus sends its particles into Cinema 4D's GPU particles and reads them back. nxExplosiaFX and Pyro exchange smoke and fire both ways, so your native Cinema 4D setups and NeXus work together in the same scene.
Show us what you make
Licensing
One system, one workflow
No single solver is right for every shot, so NeXus has four for liquids and granular material: PBD, SPH, FLIP and APIC. Now there is also MPM for mixed materials that bend, break, pile up and melt. Alongside them sit a full volumetric solver for fire, smoke and explosions, a particle solver and over 40 modifiers covering emission, forces, motion, collisions, growth, meshing and per particle logic.
The liquids, granular material and secondary particles share one particle system, so the parts work together. Foam reads the liquid solver's own surface field rather than guessing from a bag of points. The volumetric solver both feeds off those particles and drives them, so one turbulence force can shape your liquid and your smoke from a single set of settings.
All of it lives in one plugin, inside Cinema 4D or Blender. One purchase, one licence, one workflow and one place to ask for help, instead of collecting tools that each solve a piece of the job.
What's Included
Everything below works in both Cinema 4D and Blender unless it says otherwise.
Emitters and Setup
- nxEmitter: the source of particle birth, with shape, surface and volume emission, Initial State and Display Channels
- nxGroup: organise particles into groups that modifiers can target
- nxCache: bake simulations and play them back, including just a frame range
- nxLiquid: fast liquid setup with Fill and Flow emission and a one-click FLIP build
- nxMaterial: one-click emitter with an MPM material
Fluids
- nxFluids: liquid and granular simulation with PBD, SPH, FLIP and APIC solvers
- nxFoam: foam, spray and bubbles generated from fluid simulations
- nxOcean: a GPU ocean surface with foam, spray, wakes, shorelines and floating objects, that works with FLIP liquids
- nxSheeter: insert particles into thin fluid sheets to keep the film intact
- nxSplash: splash cone effects that push particles outward
- nxWave: wave motion using noise patterns
Dynamics
- nxMPM: multi-material solver for liquid, elastic, snow, sand, brittle, metal and foam
- nxConstraints: particle solver for cloth, rope and soft bodies with multiple constraint types
- nxPin: hold selected particles still to anchor a simulation
- nxPPCollisions: particle to particle collisions
- nxExplosiaFX: fire, smoke and explosions
- nxFlowField: procedural flow fields that guide particles, with VDB export
Forces
- nxAttract: attract particles towards the modifier or target objects
- nxDrag: apply aerodynamic drag to particles
- nxExplode: explode particles outward from a point
- nxGravity: apply gravity force to particles
- nxPush: push particles apart to prevent overlapping
- nxTurbulence: turbulence noise force
- nxVorticity: vorticity confinement force
- nxWind: apply wind force to particles
Surface and Growth
- nxBind: keep particles in place inside a deforming volume
- nxBioLogic: cellular growth with reaction-diffusion, differential growth, physarum, particle life plus coral and primordial modes
- nxCover: cover target object surfaces
- nxDendrite: grow branching and networked structures from particles
- nxFollowGeo: follow geometry surfaces or edges
- nxInfectio: infection and contagion spread between particles
- nxSticky: stick particles to object surfaces
Particle Control and Motion
- nxAvoid: make particles avoid specified objects
- nxBlend: blend parameters between neighbouring particles
- nxColor: layered particle colour control
- nxDirection: layered control of particle direction
- nxFlock: flocking behaviour with reactors (Cinema 4D: nxFlock plus nxFlock Reactor)
- nxKill: kill particles by volume, objects or count
- nxLimit: limit particle properties with layered operations
- nxRotate: apply rotational force to particles
- nxScale: scale geometry, radius or mass with layered operations
- nxSpeed: layered control of particle speed
- nxSpin: layered control of particle rotation
- nxUpres: add detail by upresing from a low resolution source
- nxWarp: warp particles with Scroll, Fit Parent and the NeXus noise types
Interaction and Logic
- nxCollider: collide particles with mesh objects, with adhesion
- nxFalloff: falloff shapes and falloff layers to shape where any modifier acts, plus the optional nxFalloff Modifier
- Mapping layers: drive parameters from textures, noise, attributes and particle data
- nxQuestion: per-particle if/then logic
Generators and Meshing
- nxDeformer: deform, tear and remesh a mesh with particles (in Blender it can also subdivide and deform curves)
- nxGenerator: instance meshes at every active particle position
- nxMesher: generate a polygon mesh from particles, with UV advection
- nxShatter: break meshes into pieces on the GPU
- nxTrail: particle trails as a viewport overlay or curves
Viewport and Interface
- GPU viewport: fast GPU drawing of particles, fluids and volumes
- HUD: live particle counts per emitter
- Particle Console (Blender only): inspect particle data, filtered by emitter
- Blender only: Particle Info node for shader and geometry nodes, NeXus icons in the Outliner, modifier presets, named curve and gradient presets, Quill and a GLSL script editor in nxQuestion plus an interface translated into 10 languages
- Cinema 4D only: the link to Cinema 4D's native GPU particles and Pyro, NeXus modifiers driving the native particles plus NeXus Project Settings
Preview Videos
System Requirements
Cinema 4D: Cinema 4D R19 or later. The link to Cinema 4D's GPU particles and Pyro needs Cinema 4D 2025.3 or later.
Blender: Blender 4.3 or later. Every version from 4.3 onwards is supported, including Blender 4.5 LTS and Blender 5 and newer. NeXus for Blender is installed via the Blender Extensions platform, which was added in Blender 4.3.
NeXus is GPU-accelerated, so you will need a modern GPU with up-to-date drivers and at least 4GB of VRAM. On Windows and Linux this requires Vulkan 1.3. On macOS it requires Metal 3.
NeXus uses online licensing. It contacts our licence server to check your licence, so you need an active internet connection to activate it and to run it. This is not an offline product.
Operating System
- Windows: Windows 10 or later, 64-bit. Windows on ARM is supported in Blender. You also need the Microsoft Visual C++ 2015-2022 Redistributable (x64), which most machines already have.
- macOS: macOS 13.0 (Ventura) or later, on Apple Silicon and on Intel Macs with a Metal 3 GPU. The accelerated viewport needs macOS 26.4 or later in this beta. On Intel Macs, Blender itself stops at 4.5 LTS.
- Linux: glibc 2.31 or later, for example Ubuntu 20.04 LTS. Linux is supported in Blender only, as Cinema 4D does not run on Linux.
Anonymous Usage Statistics
INSYDIUM NeXus sends Anonymous Usage Statistics. You can turn this off in the NeXus preferences, unless your licence plan requires it. The statistics gathered are entirely anonymous; no personal information is stored.
The Python add-on layer of NeXus for Blender is GPL-3.0-or-later. It drives a proprietary compiled simulation engine.
Your INSYDIUM Product
- Product Code: INXBL
- Availability: In Stock
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