We're working hard to get EmberGen out to you, and in the meantime we have a video showcase that we've put together. Watch the video below to see incredible simulations created within EmberGen. As always, these simulations are simulated and rendered in real-time. We're planning to send out our invitations to our customers that have […]
We're happy to finally clear the smoky air on our next big tool, EmberGen. If you're looking to create flipbooks for explosions, fire, and smoke in real-time, without waiting for simulations and renders, then this is the tool for you! Though EmberGen is still a few months away from releasing, we're extending an invitation to […]
Greetings! After many requests from studios, we have added support for floating licenses for studios. See the studio tab for pricing info. What is a floating license and how does it work? Floating licenses allow installation of the software on as many workstations as needed. Licenses are managed via a Floating License server which needs to […]
Greetings! We've released a new version of VectorayGen. Here's the changelog: - Updated GUI. - Clamp node: Clamps the length of vectors. - Map node: Re-maps the length of vectors from one interval to another. - Curl node: Computes the curl of the vector field. - Icons and fonts are now embedded. - Windows/panels can […]
Hey there! Our third tutorial set is up showing how to create realistic fireballs as seen here in one of my promotional videos: **Part 1:** This details the base shader creation, one of the base fire textures (great for fire on the ground and such too), and then the projectiles base motion to go from […]
Our second tutorial for VFX is out and this time I detail creating some brute force volumetrics within UE4 from start to finish. This is useful for vapor/gases close to the ground. There's a lot of room for improvement and expansion of this technique ranging from clouds in the sky to displaying a terrains height […]
Hey there friends, I wanted to share a technique I recently perfected to paint blood that can be eroded in your engine of choice. In this tutorial I go over every step in Photoshop, getting your textures in game, creating the shaders and then making the particle system for your new blood texture. In this […]
Greetings! We've recently released VectorayGen 1.03.1 and with that comes a brand new UI, and the shutdown of our old licensing server. If you have purchased the software in the past and are still using an old 16 digit key, it will not work anymore. You should have received an email around a month ago […]
The time has come where VectorayGen 1.03 has been released! Changelog: The "Mesh" node has been added. This lets you generate vectors that go around meshes as a pseudo-airflow. You can import .obj and.fbx files and it is similar to the SDF node. The meshes are saved with the projects/presets, so it doesn't read from […]
Nodes: A Noise node has been added which uses value noise. The parameters exposed are seed, octaves, amplitude, frequency, lacunarity, and gain. Main Menu Bar: The main menu bar has been revamped. Added the ability to report a bug via our new GitHub page. New/Open/Save Project should ask you if you want to save your current project […]