Update: VectorayGen 1.01 – Lots of fixes inbound!

*Bug Fixes Fixed crash when pasting your license key into the validator. Fixed crash when pasting things that aren't node script into the node graph. Fixed crash when clearing all nodes, that cleared the nodes alright. Fixed crash when increasing the node density. Fixed crash when closing tabs. We have a menu that lets [...]

By | 2018-01-20T15:01:39+00:00 January 10th, 2018|Dev Blog|0 Comments

Massive VectorayGen Improvements! Node Graphs, New UI & More! December 10th, 2017

We've got news from the back end on huge quality improvements for VectorayGen. Things have been picking up tremendous speed and we're close to ending our beta program and releasing version 1.0! Our latest builds of VectorayGen give you more power, control, and stability as we aim to roll out new game changing features. New [...]

By | 2017-12-10T14:58:51+00:00 December 10th, 2017|Dev Blog|0 Comments

Vector Fields in Unity!? Is it true?

Yup! Its true, we've managed to get vector fields inside of Unity via our latest plugin! No longer do you have to wish for vector fields in Unity! By using our software, VectorayGen, you can generate amazing vector fields for your projects. Initially you could only export our files for Unreal Engine 4, but with [...]

By | 2018-01-04T22:20:18+00:00 August 23rd, 2017|Dev Blog|0 Comments

VectorayGen 0.15.1 – HOTFIX

VectorayGen 0.15.1-Beta HOTFIX has been released! Recently, we've gotten a massive influx of emails and messages from artists who use VectorayGen. These emails were all on the topic of the software not starting, SLI/Crossfire Graphics Configs crashing the software, and misc constant crashes. We believe this was due to a combination of new Windows Updates, [...]

By | 2017-06-13T21:35:01+00:00 June 13th, 2017|Dev Blog|0 Comments

VectorayGen 0.15.0-Beta Released! Available for Purchase Now!

Tired of spending hours trying to make vector fields in other programs? VectorayGen is the premier VFX Tool for creating extremely useful and beautiful vector fields in minutes. Creating and exporting vector fields from VectorayGen to Unreal Engine 4 takes just a few seconds. Create, Generate, Import into UE4 and that's it. VectorayGen 0.15.0-Beta Features: [...]

By | 2017-04-18T00:00:00+00:00 April 17th, 2017|Dev Blog|0 Comments

Developer News #004: 3D Previews, 8 Million Particles & Our Pre-Release Program!

Hello! Been around a month since the last update, but we’ve made some significant progress. After a ton of backend programming we got VectorayGens 3D Preview to work. See Our Latest Developer Video Below: Here's a bonus video showing how we were able to generate procedural shapes with VectorayGen (no audio): Direct Port of one [...]

By | 2017-03-22T10:14:00+00:00 March 22nd, 2017|Dev Blog|0 Comments

Development News #003: Hundreds of Thousands of Vectors

Hey Guys, Our Development News was delayed for a couple of weeks, but rest assured, we're working hard. During the past couple of  weeks, we've mainly focused on fixing current bugs, and implementing many new requests and features. Release of v0.14.1-Alpha If you haven't checked out our latest release as of a week ago, please head [...]

By | 2017-02-03T21:57:51+00:00 February 3rd, 2017|Dev Blog|0 Comments

So Why Release A Free Public Alpha & Development News #002

We decided to release our software out to the public due to the amount of emails we were receiving about testing the software. This could be good or bad for us due to the fact that the software isn't nearly finished. Some people have replied saying that VectorayGen currently doesn't do a whole lot, and [...]

By | 2017-03-22T09:42:41+00:00 January 5th, 2017|Dev Blog|0 Comments

VectorayGen Development Progress #1 V0.13.0-Alpha

So we've been working on VectorayGen for about 2 months now. We currently have randomized vector fields in as the first type of vector field that you can generate in real time. Does this mean that you no longer have to draw 2,000 splines in 3ds max to make a random vector field? Yes it [...]

By | 2017-02-03T21:59:14+00:00 January 1st, 2017|Dev Blog|0 Comments