Entropy

Particles are supposed to be the fun part.

A modern particle instrument for After Effects. Built for motion you can steer, revise, repeat, and own.

Built to steer.
Built to revise.

Particle work goes wrong the same way every time: the first version is quick, and every version after it costs a rebuild. Entropy is built so that changing your mind is cheap enough to be part of the work.

It runs on your graphics card

Simulation and rendering both happen on the GPU. The preview window plays in real time, so you direct the shot while it is moving rather than waiting to find out what you made.

Layered Entropy systems bursting outward in magenta, cyan and yellow.

Particles with real materials

Render actual geometry, not only sprites. Particles pick up reflections from an environment, catch light per particle, and glass materials transmit and refract what is behind them.

Glass spheres and faceted polyhedra catching coloured light, reflecting each other and refracting what is behind them.

Volumes

Render the system as volumetric density — smoke, dust, atmosphere — lit and shadowed as a volume rather than faked with layered sprites. It is the same system you already built, asked to be something else.

A lit volumetric cloud rendered in Entropy, shown on the 3D axes of the plug-in viewport.

Tracers

Draw the path every particle took. A tracer turns a simulation you can only watch into a shape you can see all at once, which is how a motion idea becomes a frame you can hold.

Multicolored tracer curves swept into a directed fan.

Turn form into motion

Start with a shape you can actually picture — a sine wave, a square wave, a spiral — and emit along it or flow through it. Then animate the form itself with modulators, so the structure driving the motion is moving too. Complicated motion out of relationships you can still reason about, rather than a path built by hand a keyframe at a time.

A wave of amethyst particles carrying a formula-driven form across the frame.

Go deep

A system can have children, and those children can have children. Run several independent systems alongside each other. Branch an idea instead of flattening it: layered behavior that stays legible, because each layer is still its own thing you can go back and change.

A primary Entropy system feeding children and subchildren, the layers branching outward from one source.

Forces you can direct

Gravity and wind are table stakes. Attractors that pull a system somewhere specific, springs that give it weight and recoil, vortex and turbulence you can keyframe — every one art-directable, so you are steering the shot rather than reseeding it until something good happens.

Particle paths bent by an attractor and a spring, the forces legible in the curves they leave behind.

Bought, not rented.

Entropy is a perpetual license. The build you paid for keeps working, and nothing stops mid-project because a subscription ended.

  • two years of updates Every release inside your window, included in the price you paid.
  • Then it is still yours New versions stop. The one you own carries on exactly as before.
  • Two machines One floating key activates two machines.

Requirements

Host After Effects 2025 or 2026. Earlier versions are not supported — After Effects 2024 can crash while scanning plug-ins.
Mac Apple Silicon, M1 or later. macOS 15 Sequoia or macOS 26 Tahoe. Intel Macs are not supported.
Windows 64-bit Windows, in beta. The graphics requirements are still being settled, so we have not published a minimum we would have to take back.
Graphics Metal on Mac, Direct3D 12 on Windows. Entropy is not a CUDA product — an NVIDIA card is not required.
Memory 16 GB minimum. 32 GB is comfortable for daily production.
License Perpetual. One key activates up to two machines.

One license. $299. Yours.

Two machine activations, and two years of updates. Nothing expires mid-project.

Refunds within 7 days of purchase.