2026-10-24. 01:50
![[Kép: 787098071_jangafx-illugen-2-0-0-x64.png]](https://img3.pixhost.cc/images/6528/787098071_jangafx-illugen-2-0-0-x64.png)
File size: 323.8 MB
IlluGen is built to condense your workflow from 15+ tools to a singular point of asset creation. No further need to use photoshop, houdini, substance designer, and after effects just to create one effect. IlluGen natively supports, or will eventually support, workflows to generate just about any asset you would need in visual effects. Paired with the significant advantages of EmberGen and LiquiGen you won't want to use any other tool.
Condense Your Workflow
IlluGen is built to condense your workflow from 15+ tools to a singular point of asset creation. No further need to use photoshop, houdini, substance designer, and after effects just to create one effect. IlluGen natively supports, or will eventually support, workflows to generate just about any asset you would need in visual effects. Paired with the significant advantages of EmberGen and LiquiGen you won't want to use any other tool.
Wonderfully Marrying 2D and 3D
Imagine this: You're trying to create a fiery sword swipe effect and need to author both a 3D mesh and the texture assets. You'll need an arc shaped mesh, a mask to remove hard edges and various stylized panning noise textures. Usually, you're going to author the 3D mesh in one program and then author the textures somewhere else. You'll bounce back and forth until the job is done. With IlluGen you can create the 3D mesh, masks, and noises in one singular graph. This allows you to author and preview how all assets interact before putting them in your game.
Export These Data Types
Square and non-square 2D Textures
Flipbooks
3D Meshes
Flowmaps
UV Distortions
Pivot Baking
Mesh Flipbooks
Whats New
New Additions
Added a Position parameter to the UV Transform node to add translation distortions to UV textures
Added a UV Injector node that injects directional, rotational and radial forces into a UV Flow node, masked by a movable procedural shape or brush input; the mask motion itself can be injected as an inherited velocity, with optional motion sub steps filling the gaps of fast movements, and the mask tiles when tiling is enabled
Added a Geo: Boolean node that combines two closed meshes with a Union, Intersection or Subtraction operation
Added a Geo: Revolve node
revolves a profile curve around a chosen axis (X, Y or Z)
the profile is an editable 2D or 3D spline or a connected input path
Added a Geo: Fracture node
cuts geometry into Voronoi pieces around a second input's points
each piece gets its own pivot and id
a Weight mask read from the points grows or shrinks each piece (cuts shift away from higher-weight points, which can swallow weaker neighbors), so a mask or texture drives the piece sizes
only cells that end up owning geometry produce a pivot, so downstream per-piece nodes see the real piece count instead of one pivot per input point
a Solid mode closes every piece with flat interior walls (the input must be a closed mesh); Surface mode keeps the cut shells only
a Separate parts option keeps the walls and the surface as distinct parts, and a Mask tab writes a Surface mask and an Inside mask
a Recenter pivots option moves each piece's pivot to the center of its bounding box
Added a Geo: Extrude node
gives geometry thickness along the vertex or surface normals
per pivot piece (with per-piece pivot recentering)
individual front/back/walls toggles
Added a Cache node, which can be used to cache the output of another node across a number of frames
Added node previews to the node preset dropdown menu
Added the ability to lock to the current node on the preview matrix
Added an Edge Rounding node that rounds the corners of a mask by growing then shrinking it by a distance
Added a GPU particle system built around a single Particle: System node: modules plug into its Spawn, Forces, Interact and Modulation stage pins, the physics integration runs between the Forces and Interact stages, and the system outputs its particles as points for the rendering and geometry nodes like any other point set. A system is 3D or 2D - a 2D system keeps everything in the texture plane with matching 2D parameters and gizmos across every module, and aligns 1:1 with the output texture by default
Particle: System - owns the simulation: particle pool (or a grid of field probes), simulation boundary (Free, Blocked, Wrap or Ground), physics integration and time scale, and the 3D / 2D system choice
Particle: Spawn - activates particles: emission modes (all, burst, rate, per frame, per point), an emission shape or a geometry input to emit from, and the initial particle state (velocity, lifetime, scale, color, orientation, spin, ...)
Particle: Force - pushes particles with a Uniform, Point, Line, Curl noise, UV Texture, Torus or Local (per-particle frame) force, applied continuously or as a one-shot impulse
Particle: Rotational Force - spins particles around a uniform axis, a point with falloff, a curl-noise tumble or a per-particle torque, continuously or as an impulse
Particle: Attract to Mesh - pulls each particle toward a target sampled on a mesh, shaped by a falloff curve
Particle: Interact - handles all collisions: container / ground boundary with its own radius scale, bounciness, friction, rolling and rest orientation; optional inter-particle interactions (Soft Relax spacing, Collision bouncing or Boids flocking) with particle merging; a Point Colliders input turning a point set into sphere colliders (points only, not mesh surfaces) that can drag and strike particles with their own motion (add Geo: Extract Velocity upstream); and, in 2D, an image collider input - particles bounce off a thresholded grayscale texture
Particle: Modulate - animates scale, color or drag over each particle's life, speed or mask, driven by curves and gradients
Particle: Align - orients particles to their velocity direction and / or scales them from their speed
Particle: Mask - writes per-particle mask channels from particle attributes or events, to drive any masked node downstream
Particle: Atlas Index - animates which sprite or atlas mesh each particle picks over its lifetime
Particle: Render to Texture - renders particles as camera-projected sprites: blending modes, sprite atlas support, back-to-front sorting, anti-aliasing, frame accumulation, and a full camera or a Camera Control input
Particle: Render Motion - renders the motion of the particles (velocity and spin) into a UV texture, ready to warp textures or feed a UV Flow simulation
Incomplete systems are flagged on the node, with the details in its Issues tab and a one-click fix that builds a starter system or inserts the missing module
Added particle trails and ribbons: Particle: Spawn tags particles with a trail identity, Geo: Ribbon builds polygon strips along each trail (with Catmull-Rom smoothing and UV controls), and Ribbon: Render to Texture renders the strips directly with the same options as the particle renderer
Added a pivot animation toolset to drive mesh pieces with particles
Geo: Extract Pivots - one point per baked pivot of a mesh, scaled to the piece's circumsphere or insphere diameter, ready to seed or emit particles from its pieces
Geo: Animate Pivots - moves and rotates each pivot piece by its matching particle, replaying the simulation on the mesh
Geo: PAT Encode / Geo: PAT Decode - bake pivot (rigid-piece) animation into a compact texture for game engines, and the in-graph reference decoder
Added Geometry Atlas support - a geometry buffer holding several individually addressable meshes
Geo: Add To Atlas packs its inputs into an atlas; Geo: Accumulate To Atlas accumulates a mesh over frames, one addressable snapshot per frame
Geo: Copy To Points and Geo: Copy and Transform accept an atlas input and pick a mesh per instance: sequential, random or by attribute
Geo: Atlas Index writes the per-point atlas index; Particle: Spawn and Particle: Atlas Index drive it on particles
Added particle export nodes
Export: Niagara Point Cache - writes the simulation as a Houdini point cache (.hjson / .hbjson) replayable in Unreal Engine through the free Houdini Niagara plugin
Export: Vector Field (FGA) - exports the velocity field sampled by a grid of particle probes (Particle: System in Grid mode) as an FGA file
Added Geo: Transfer Attributes - copies position, color, velocity or mask from a matching point set onto a geometry
Added Geo: Extract Velocity - attaches per-point velocity by differencing positions against the previous frame
Added preview thumbnails to geometry nodes (anti-aliasing can be toggled in the preferences, on by default)
Added filtering by type to the 'Presets' section of the homescreen
Added a color mask to the Optical Flow node so you can specify how much each color affects the optical flow calculation
Added 'Offset by...' to the timeline keys context menu
Added CSV export support to color gradients
Added a 3D Viewport to Texture node that renders the 3D viewport, post processing included, into a color texture at the node's resolution, plus a depth output; the viewport shows black bars for that framing while the node is active
Added an Islands to Edges node that marks the borders between islands
Added an Islands Distance node that outputs the distance from the border inside each island
Improvements
Improved the UV Radial, UV Directional and UV Rotational nodes
chaos gained a Depth option that varies the chaos across its second axis instead of keeping each ray, line or ring constant
chaos gained Noise type and Voronoi options
Made UV Noise, UV Radial, UV Rotational and UV Directional apply the UV input's post distortion correctly on non-square textures
Made 2D splines in Geo: Sweep, Geo: Points Shape and Geo: Revolve editable on any of the 3 planes (XY, XZ or YZ), with a reference grid added as a gizmo
Improved the Geo: Fuse Points node with a Keep pivots separate option (on by default)
Made smoothed vertex normals on geometry nodes angle-weighted, so shading no longer depends on how a surface is tessellated
most visible on irregular meshes and on meshes that mix quads and triangles
existing projects may shade slightly differently
Improved the Geo: Extract Points node
can now transfer orientation, UV, color and scale in Point mode
gained a Scatter sampling option (Per face or Area uniform)
gained a Relax iterations option (Lloyd relaxation) in scatter mode
gained Scatter in bounds and Scatter in volume extraction types that place random points in the bounding box or inside the mesh, transferring orientation, UV, color and scale from the nearest surface
Made Geo: XForm rotate the vertex normals and tangents along with the points, preserving the authored shading (normals can still be forced to recompute)
Improved the Geo: Delete Points node with a Transition width and seed that soften the mask threshold
Improved the Geo: Shapes Sphere to have properly aligned triangles on the top and bottom
Improved the Advect node
the method dropdown now works (Euler, Runge-Kutta 2 and 4) and gained a MacCormack option
sub steps follow curved flows and accumulate samples along the path, smearing fast motion like a motion blur
Rebuilt the UV Flow node as a proper 2D fluid simulation evolving as the timeline goes on
pressure is solved on a multigrid (faster and more incompressible)
colliders now properly deflect the flow around them
boundary mode selection (Wrapping, Blocking, Wrap horizontal or Wrap vertical edges)
multi resolution vorticity to amplify small, medium and larger swirls
MacCormack advection option added to keep the flow sharper over long simulations
UV injection applies its full velocity every frame while the wind keeps its progressive ramp-in
optional Colliders velocity input: moving colliders push and drag the flow at their own speed instead of just blocking it
follows the same UV conventions as the other nodes
Improved the Edge Detect node
gained an Anti-aliasing option that smooths the detected edges over one pixel
gained a Thin Line technique drawing uniform one pixel wide anti-aliased contour lines
Thin Line is placed with sub-pixel accuracy
Improved the Geo: Render to Texture node with Accumulate frames (keep composing onto the same buffer across the timeline) and, with the Camera: Orbit node, a Camera target offset to move the focus point off the origin
Made spline gizmos fade with camera distance (closest points brightest) as a depth cue
Improved the viewport export preview by showing black bars and an accurate representation of the scene when exporting at a custom resolution
Reorganized the parameters for supershapes
Improved the Render Geometry node
'Depth smoothing' rounds the Depth output of faces along the vertex normals, without extra geometry
optional custom near / far range for the Depth output, with a Fit to geometry button
Improved the viewport camera
camera menu next to the 2D / 3D view mode buttons to look through the default camera or any Camera: Free or Camera: Orbit node; orthographic Orbit cameras render the viewport in orthographic mode
bindable shortcuts to switch to the default camera or to the first 9 camera nodes in menu order
'Camera Locked' indicator when the viewed camera is locked; click it to reach the Lock setting
Improved the Distance node
'Distance modulation' scales the distance with a grayscale input
'Sub-pixel edges' option removes the stair-step lines; 'Both sides' option gives the unsigned distance to the contour
Improved the Normal Create node with a 'Smoothing radius' that smooths the normals while slope changes above the 'Detail threshold' stay sharp
Updated node menu to have sub categories and multiple columns
Improved the Geo: Points Shape node with a Sphere 'Depth' option that spreads the points inside the sphere
Improved the Geo: Transfer Attributes node with 'Intensity' and geometry masking that blend the transferred attributes with the original ones
Made subgraph presets try to re-establish links when loaded
Changes
Prefixed geometry, particle and export node labels with Geo: / Particle: / Ribbon: / Export: for a cleaner node menu and search (labels only - existing projects load unchanged)
Disabled auto-scroll when dragging on the Node Details panel
Changed scale gizmo handles to scale their own axis by default, hold Ctrl to scale every axis at once
Changed aspect ratio of project thumbnails on the homescreen
Removed the non-linear slider curve from several parameters which should have been linear
Renamed Camera to Camera: Free and Render Camera Control to Camera: Orbit, moving it to the Camera section, and renamed the render nodes' Control pin to Camera
Renamed Grayscale XDoG to Ink Lines, with clearer parameters (Line width, Detail spread, Edge emphasis, Threshold, Softness, Invert); line width now scales with the texture size; older projects are converted on load
Removed the Camera: Look At node; older projects load without it, and Camera: Orbit now does the same
Removed Grayscale Curve and Geo: Texture Bake from the node menu; older projects still load them
Removed the HQ supersampling option from Grayscale Filter, Dilate and Caustics, as it had no visible effect
Made Geo: Merge faster by no longer recomputing normals and tangents; the merged geometry now keeps its authored shading (add a node that recomputes normals downstream if you relied on it)
Fixes
Fixed the Distance node ignoring the input resolution when it differs from the output resolution
Fixed a crash when quitting right after saving a project or capturing a viewport thumbnail
Fixed export variations not exporting when the overwrite warning was disabled
Fixed middle mouse button panning emulation in the 2D view
Fixed geometry nodes producing broken normals, tangents and vertex colors around zero-area faces
Made the node preset dropdown filter out directories and non-node-preset files
Fixed locked preview matrix showing black previews when undo / redo was used
Fixed alignment on randomized parameter panel when panel width was small
Fixed graph zooming when using touchpad or high precision scroll wheel
Fixed extreme viewport sizes causing flickering in the viewport
Fixed Multi Blend node outputting black in Min and Multiply modes
Fixed viewport gizmos getting stuck at the parameter's range limits; the range now expands as needed
Fixed Import Model node loading forever on unsupported files like Alembic
Fixed Noise node tiling seams with a UV input in legacy tiling mode
Fixed Geo: Subdivide dropping pivot, scale, orientation and atlas index attributes
Fixed the 3D viewport showing incomplete results while a node takes several frames to solve; it keeps the previous image until the solve is done, unless the view changes
Fixed 2D viewport no longer showing the previous project's image after creating or opening a project
Fixed multi-linking connecting every selected node when dragging an output pin from a node outside the selection
Fixed VAT Encode texture sometimes too small to hold all vertices and frames
Fixed Geo: XForm
in local space: non-uniform scale now follows each piece's own axes
translation Y and Z were swapped and the local Y axis was mirrored (older projects are converted on load)
masks were blending the final positions, which collapsed pieces on large rotations
Made Geo: Transform and Geo: XForm carry pivots and Transform orientations, fixing PAT export after transforms
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 IlluGen 2.0.0 (x64) (323 MB)
🔗NitroFlare
Idézet:A kódrészlet megtekintéséhez be kell jelentkezned, vagy nincs jogosultságod a tartalom megtekintéséhez.🔗RapidGator
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