Description
Agua Realista (Realistic Water) - BETA
Minecraft 1.21.1 | NeoForge 21.1.255 | Client-side
Water that behaves and looks like Blender fluid animations: a GPU particle (FLIP) simulation rendered as one continuous surface with refraction, sky reflections, foam and splashes.
Agua que se comporta y se ve como en las animaciones de Blender: simulacion de fluidos por particulas en tu GPU, dibujada como una superficie continua con refraccion, reflejo del cielo, espuma y salpicaduras.
Features
- Real GPU simulation (compute shaders): water falls, pools, sloshes and settles against blocks.
- Continuous surface: refraction, depth absorption, Fresnel, sky reflection and sun/moon highlights that follow the time of day and weather.
- Foam and splashes on edges, loose droplets and wave crests.
- Viscous, emissive lava (/aguareal lava).
- Collides with your world: full and partial blocks (slabs, stairs...).
- Vanilla bridge: turns normal water into particles and back into blocks when it calms down.
- Entities: items and players float and are pushed by the current.
- Adapts to your PC: Auto / Low / Medium / High / Ultra / Custom profiles, adaptive quality for your target FPS, and distant water is paused.
Quality profiles
- Low: up to 40,000 particles (integrated / modest GPUs)
- Medium: up to 120,000 (mid-range GPUs)
- High: up to 280,000 (mid-high GPUs)
- Ultra: up to 600,000 (powerful GPUs)
- Auto: measures your GPU the first time and picks one
On an RTX 5050 the High profile uses about 1 ms of GPU per frame with 100,000 particles.
Requirements
- GPU and driver with OpenGL 4.3 (compute shaders). If unsupported, the mod tells you and does nothing.
- Java 21, Minecraft 1.21.1, NeoForge 21.1.255.
Commands (/aguareal ...)
spawn, clear, move, absorb, settle, auto, entities, lava, profile <profile>, bench, debug, points. All options are also in Mods > Agua Realista > Config.
Beta status - please read
This is an early beta:
- Single player / local client only: the simulated water is visual/local. Vanilla water <-> particles conversion only works in single-player worlds.
- Limited domain: the simulation fills a fixed box (shown as amber lines) that does not follow the player.
- With a shader pack active (Iris/Oculus) the mod pauses itself. NOT tested with Sodium, Iris or Create.
- Tested with Fabulous graphics and Overworld/Nether on a single GPU (NVIDIA RTX 5050). If you try it on another one, please tell me how it goes.
- Auto mode (/aguareal auto) is off by default.
- Back up your worlds: converting water to blocks modifies the world.
Reporting problems
Please include your GPU, driver, the profile used and your latest.log.





