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Water wave (simulation) free simulation & sprite sheet

2D pixel art made with Pixor, from the simulation

48×48 px · ×6
SideFront
Animationvolume
Size
Colours
clean · 48px · 8 sides

3D the simulation it was rendered from, as Blender draws it

Download (.zip, 4.6 MB)
Download ▾
The zip holds the simulation as 24 .vdb files (open the first in Pixor and it plays the rest), the Pixor project these sprites were rendered with, the Blender scene that simulates it, and the sprite sheets with their Godot and Aseprite files. No Pixor yet? Get it.

GIFs to share

For a devlog, a post or a Discord message. CC0 like the rest: no credit needed.

Water wave (simulation), animated pixel-art GIF
Turning round Download
Water wave (simulation) from all 8 sides, animated pixel art
Every side Download

A free water wave effect for pixel-art games: a simulation made in Blender (Mantaflow), its 24 .vdb files and its Blender scene, and the pixel-art sprite sheets Pixor rendered from them at 48 px, from every side. It plays once.

Open the first .vdb file in Pixor and it plays the rest; the project in the zip has the colours and settings these sprites were rendered with. The .blend bakes the simulation again in Blender, to change it and make your own.

Good for fire, water and effects in fantasy and action games.

Use it in your game

  • Godot 4: godot/water-wave-vdb-clean-48.tres is a SpriteFrames resource with 8 animations (volume_South, volume_Southeast … volume_Southwest): drop it on an AnimatedSprite2D and play volume_South.
  • Aseprite: aseprite/water-wave-vdb-clean-48.aseprite has a tag for each of those, 192 frames in all, to touch up by hand; its .json sits next to it.
  • Unity, GameMaker and the rest: sprites/clean/water-wave-vdb-48px-8-sides.png has 8 rows of 48×48 px cells, one per action and side, South (front) first. A 4-side sheet and the 32 and 64 px sizes are next to it.
  • Posts and devlogs: the GIFs above, also in the zip’s gifs/ folder.
  • The simulation: simulation/vdb/ holds its 24 .vdb files; open the first in Pixor and it plays the rest, or open simulation/water-wave-vdb.pixor, the project these sprites came from, to change the look. simulation/water-wave-vdb.blend bakes it again in Blender.

How this look was made

The sprite above is Pixor’s clean look. In Pixor every step of a look is a node you can change: the light bands, the outlines, the palette. This is that look’s Style graph:

Light and shade
dither
0
fill
0
hysteresis
0.05
min highlight
2
rim
none
shadows
on
specular
none
Line work
convex
none
crease
none
crease angle
55
depth jump
2.5
inner
selout2
min inner line
3
outer
dark
outer inside
off
part lines
on
Combine
fill
shaded
Cleanup
antialias
0
max orphan
1
passes
4
pixel width
1
Layered Render
The Style graph of this look: what each node makes, and its settings. Each name links to what the node does.

The other looks in the player (clean, retro, flat) are other Style graphs. With Pixor you can open this asset, change any node, and render your own.

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