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![[Kép: 787098144_jangafx-liquigen-1-2-0-x64.png]](https://img3.pixhost.cc/images/6528/787098144_jangafx-liquigen-1-2-0-x64.png)
File size: 100.4 MB
We want you to master the element of water and LiquiGen is the easiest real-time liquid simulation tool you'll ever use. LiquiGen allows you to create anything from water and blood to ketchup and slime. With real-time meshing, customizable forces, sparse simulation domains, and a real-time path tracer, you'll be able to reach elemental mastery in no-time.
Liquid Simulations Have Never Been Easier.
Liquid simulations have been notoriously difficult because of the knowledge required and the time and compute power needed. With an intuitive UI derived from EmberGen, you assemble a small node graph to create the perfect setup for your simulation. Press play, and tweak parameters in real-time. When you're ready to export, simply click export and you're done!
Game Ready Exports Are Our Norm.
LiquiGen has a games workflow unlike any other visual effects package in the industry. Generate game-ready, fully assembled flipbooks in seconds, then preview your flipbook animations with our inspector tool. Export Vertex Animated Textures (VAT) or Mesh Flipbooks with ease. We built LiquiGen from the ground up with games in mind.
Instantly Export Game and Film Ready Assets
Export an array of game-ready data types with no special setup required
Alembic Caches for particles, meshes, and foam
Mesh Flipbooks and VAT Textures
Flipbooks & Sequences
Normal Maps
Refraction Maps
Animated Decals
Features
Real-time Simulations
Harness your GPU to edit simulations in real-time.
Alembic Exports
Export of .abc files supported
State of the Art Liquid Rendering
Utilize our renderer for high quality results instantly and real time
Export Image Sequences & Flipbooks
EXR, PNG, TGA
20 Projects Included
Learn LiquiGen by dissecting our projects
Most Fun You'll Ever Have
Simple interface, amazing performance, incredible results
Import Animated Meshes
Import FBX and Alembic files for use as emitters and colliders
Professionally Designed User Interface
The best UI you have ever used in any software, period.
Whats New
New Additions
Added holdout support to the rasterized rendering mode
Added a 'Manipulators' entry to the viewport View menu, matching the Shift+Q shortcut and EmberGen
Added a warning when an export path contains characters outside of ASCII, which some applications (including Unreal Engine) cannot open
Added a minimum camera speed so the relative-speed setting can't bring movement to a complete stop
Added a 'Seamless Operation Switching' option, which allows switching to a new camera operation (e.g. from Pan to Orbit) without first releasing all keyboard and mouse buttons
Added a 'Selection' pivot mode, where the camera orbits and zooms around the center of the selected objects
Added a 'Custom' pivot mode, where the camera orbits and zooms towards the 'Custom Pivot' parameter in the camera's node
Added 'Orbit (Cursor)' and 'Zoom (Cursor)' bindings, which orbit and zoom around the cursor regardless of the pivot modes, so cursor pivoting can be kept on its own binding
Added separate pivot modes for Orbit and Zoom, so each can pivot on the cursor, the selection, or a custom point independently
Added a camera settings dropdown to the viewport for quick access to the pivot modes, pivot-to-ground behavior, and relative speed toggles
Added a Godot control template
Added camera look back/left/bottom shortcuts (unbound by default)
Added 'Offset by...' to the timeline keys context menu
Added CSV export support to color gradients
Improvements
Made imported meshes show their animation on the timeline, like they do in EmberGen
Widened the viewport stats panel so long values are no longer cut off
Made the floating viewport show the same warnings as the docked one (simulation limits, 'Compiling shaders...', and so on)
Improved camera movement to be framerate-independent
Improved the default camera sensitivities to feel like EmberGen 1.x
Improved the 'Show Pivot' setting, which now chooses between never, only while the pivot is in use, or always, instead of a single always-show toggle
Improved the Scroll-wheel fly sensitivity UI to only show the most significant digits
Improved the Tank controls (Unreal's left mouse button) to use the same relative speed as Pan and Fly
Improved camera input fine-tuning by allowing this to work on all camera operations (before it was only Orbit and Pan)
Stopped long backplate image sequences from scanning the folder on every rendered frame
Changes
Renamed the Meshing node's 'Remove solid faces' to 'Clip from colliders'
Removed the diagnostics panel toggle from the floating viewport, where it had no effect
Fixes
Fixed various render pass bugs, and large exports sometimes not finishing
Re-enabled orthographic projection and fixed various issues with it
Fixed the whitewater diagnostics
Fixed whitewater vertex colors restarting path tracer accumulation and ignoring the normal offset
Fixed the timeline not switching to a subgraph's nodes when inside that subgraph
Fixed imported models exploding or collapsing to the origin when the animation hides part of the model by scaling a bone to zero
Fixed imported models with vertices that no bone influences collapsing to the origin
Fixed imported models with zero-length normals being shaded incorrectly
Fixed a crash when importing a model consisting of only a camera
Fixed a crash when a file that is not an image (such as a renamed model) is loaded as a skybox, and logged a warning naming the format actually found in the file
Fixed the manipulator shortcuts (Q/W/E and Shift+Q) doing nothing in the floating viewport
Fixed the export preview still using the previous flipbook columns and rows after changing them and exporting again
Fixed the timeline stopping when the simulation is frozen
Fixed $(name) and $(safename) in an Export: Image directory only ever creating one folder, instead of one per render pass
Fixed the manipulator of a force node not following the node unless it was connected to the Simulation node
Fixed the Shape force applying the wrong axis of the mask falloff to constant-force dampening on the Y and Z axes
Fixed 'Samples per pixel' not being displayed in the render preview parameters tab
Fixed 'Samples per pixel' being shown for data passes with 'Supersampling' disabled (where it had no effect)
Fixed the Alpha pass ignoring the 'Supersampling' toggle
Fixed stray triangles stretching across the scene, or collapsing to the world origin, once the voxel limit or the mesh's triangle/vertex budget had been reached
Fixed a crash where the 'Color Selector' node could make connections which should have been forbidden
Fixed a range of camera issues
the frustum being drawn incorrectly when the viewport camera is inside or close to it
the arbitrary limitation of the Fly speed
the bindings in the status bar showing default bindings, instead of your current ones
the cursor not being hidden when moving the camera while using a keys-only binding
inaccuracies with ground detection for pivot-to-cursor
the pivot being updated at the wrong times
the pan shortcuts moving along the wrong axes
shortcuts requiring you to click in the viewport first
camera input moving cameras whose transform is driven by the timeline or a Look At node, which now only accept input while paused with autokeying enabled, or recording
the Scroll-wheel fly sensitivity UI stopping camera movement while being adjusted
multiple undo bugs related to camera transitions (like when clicking on the viewport widget)
key-only bindings operating intermittently
key-only bindings not locking the cursor correctly
the mouse wheel allowing WASD/QE flying keys, causing intermittent and unexpected flying behavior
movement from shortcuts and keyboard-only bindings not being auto-keyed while autokeying or recording
the 'Focus camera on active node' shortcut (T) aiming the camera away from the node instead of at it
the Tank controls moving forwards/backwards at the orbit sensitivity - this now follows Pan Sensitivity, while turning follows Orbit Sensitivity
Yaw, Pitch and Roll jumping and roll being reset when the camera looks straight up or down
the camera snapping around in yaw when a Look At node points it straight up or down
the Yaw/Pitch/Roll readouts using stale values while its transform is driven by a Look At or Import node
the Yaw/Pitch/Roll parameters being left stale after disconnecting a Look At or Import node
the field of view changing when undoing, redoing, or reopening a project
Fixed gizmos jumping, and dragging a single axis moving the others, when manipulating objects far away from the camera
Fixed refractive geometry receiving no direct light reflections in the rasterizer
Fixed lights with a radius or size ruining directional light shadows, even when their intensity was zero
Fixed the Force: Drag node breaking the simulation where the liquid moves fast, such as when a collider hits it
Fixed the Force: Drag node pulling harder along the grid axes than across them, which made the same motion slow down by different amounts depending on which way the scene was oriented. Existing scenes will damp more, most visibly where the liquid moves diagonally
Fixed every force mask, and the Shape force's direction, being sampled half a voxel away from where the force is actually applied
Fixed the velocity readout in the diagnostics view being taken from the neighbouring voxel instead of the one it is displayed on
Fixed a crash when changing an animated backplate mid-simulation
Fixed animated backplates being letterboxed to the wrong aspect ratio
Fixed a backplate frame going missing for the rest of the sequence after a frame failed to load
Fixed a memory leak that grew over time while a still backplate image was enabled
Fixed refractive geometry turning fully transparent in the alpha channel of rendered and exported images
Fixed the entire background disappearing, rather than just the backplate, when an animated backplate's image sequence could not be found
Fixed an animated backplate showing the previous frame at some points along the timeline
Made the node preset dropdown filter out directories and non-node-preset files
Fixed alignment on randomized parameter panel when panel width was small
Fixed graph zooming when using touchpad or high precision scroll wheel
System Requirements
Desktop or Laptop PC
Windows 10 or 11 (7 currently does not work)
Quad-core Intel or AMD processor 2.5 GHz or faster
NVIDIA GTX 1060 or higher or an AMD RX 580 or higher.
8 GB RAM
* The better your GPU is, the better your performance will be.
💾 JangaFX LiquiGen 1.2.0 (x64) (100 MB)
🔗NitroFlare
Idézet:A kódrészlet megtekintéséhez be kell jelentkezned, vagy nincs jogosultságod a tartalom megtekintéséhez.🔗RapidGator
Idézet:A kódrészlet megtekintéséhez be kell jelentkezned, vagy nincs jogosultságod a tartalom megtekintéséhez.







