This roadmap reflects our current development cycle and we plan to update it regularly. This roadmap does not guarantee which features will be included in a specific software version. All plans are tentative and subject to change without notice.

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The feature is delayed and it is highly likely it won't make it into a particular release.

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The feature is at risk of being delayed due to running into unforeseen difficulties or is taking longer than anticipated.

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EmberGen 2 Public Beta Release (Q4 2026)

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Feature Preview

New Sparse Simulation Technology and Rendering

Status IconCompleted

Feature Preview

New Sparse Simulation Technology and Rendering

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Nicholas Seavert

Posted on April 17, 2025

Status IconCompleted

The feature is completed internally. This does not mean the feature is available publicly.

Simulate only in active regions where there is present voxel data. The active region is implicitly controlled by where there’s visible stuff (e.g. smoke), or through a explicit use-controllable activity map to combine with a pre-defined region.

Currently limited to a huge 8192x8192x8192 virtual simulation space for technical and performance reasons, meaning anything that fits within a 8192x8192x8192 bounding box is supported. Further lifting this restriction is planned for post-2.0.

EmberGen 2.0 combines both more efficient memory utilization techniques and sparsity to effectively simulate roughly 10-15x more voxels when directly compared to EmberGen 1.x, how much depends primarily on the sparsity of the simulation setup, with the possibility of even greater improvements. Roughly speaking you can take the bounding box of an EmberGen 1.x setup and multiply the voxels on each axis by 2-2.5x and get the equivalent level of detail in a similar setup in EmberGen 2.0.

  • A 6 GiB GPU can simulate up to 200 million active (sparse) voxels, which is roughly equivalent to 1 billion (dense) voxels in EmberGen 1.0
  • A 8 GiB GPU can simulate up to 300 million active voxels, which is roughly equivalent to 1.5 billion voxels in EmberGen 1.0
  • A 16 GiB GPU can simulate up to 600 million active voxels, which is roughly equivalent to 3 billion voxels in EmberGen 1.0
  • A 24 GiB GPU can simulate up to 1 billion active voxels, which is roughly equivalent to 5 billion voxels in EmberGen 1.0
  • A 32 GiB GPU can simulate up to 1.5 billion active voxels, which is roughly equivalent to 7.5 billion voxels in EmberGen 1.0
  • A 48 GiB GPU can simulate up to 2 billion active voxels, which is roughly equivalent to 10 billion voxels in EmberGen 1.0

The maximum number of active voxels by design is 2,147,450,880, which requires roughly 48 GiB of VRAM alone too store and operate.

All numbers above are without any kind of upscaling (higher resolution for certain components, e.g. 2x smoke resolution for 1x velocity resolution). It will be possible to simulate over 8 billion active upscaled voxels, which will be able to use more than 48 GiB of VRAM. This is roughly equivalent to 40 billion upscaled voxels in EmberGen 1.x.

It is also possible to trade VRAM efficiency for performance efficiency in certain ways if you don't need to simulate as many voxels as your GPU supports.

All of this comes with a newly optimized renderer for sparse volume representations.

Feature Preview

Unified Renderer - Improved Mesh Rendering

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Feature Preview

Unified Renderer - Improved Mesh Rendering

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Nicholas Seavert

Posted on April 17, 2025

Status IconCompleted

The feature is completed internally. This does not mean the feature is available publicly.

The time has come for us to build a renderer to unify our products and streamline development further. Over the years, each product had its own independent renderer and we have constantly replicated features across products. The unified renderer will sync features across all tools and allow us to make changes to all tools at once without issues. The unified renderer will support PBR materials, importing many meshes and fully textured environments. This will be a massive improvement over current mesh rendering in EmberGen and import limitations!

Feature Preview

MacOS Support on M-Series Chipsets

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Feature Preview

MacOS Support on M-Series Chipsets

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Nicholas Seavert

Posted on April 17, 2025

Status IconCompleted

The feature is completed internally. This does not mean the feature is available publicly.

You've asked for years, and we are delivering. EmberGen will run on compatible M-series MacOS devices.

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Spline Shapes & Forces

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Feature Preview

Spline Shapes & Forces

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Nicholas Seavert

Posted on April 17, 2025

Status IconCompleted

The feature is completed internally. This does not mean the feature is available publicly.

Long asked for, finally delivered.. create custom shapes and force fields with the new spline tool in EmberGen. Export splines as JSON.

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New Combustion Model

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Feature Preview

New Combustion Model

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Nicholas Seavert

Posted on April 17, 2025

Status IconOn Target

The feature is on track to be included in a particular release.

Combustion in EmberGen 1.0 is convoluted and difficult to get right with a wide array of difficult to understand parameters. In EmberGen 2.0, you have full control over how fast, big, and bad ass your combustion simulation is. Streamlined and easy to understand, more realistic combustion has never been easier.

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HDRI Support for Skyboxes

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HDRI Support for Skyboxes

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Nicholas Seavert

Posted on April 17, 2025

Status IconCompleted

The feature is completed internally. This does not mean the feature is available publicly.

Fully dynamic indirect lighting will be supported by sampling from an environment map, typically a HDRI or a simulated atmosphere.

We will support an adaptive refinement scheme, where the result is coarse (but good!) during preview and while simulating heavy scenes, and it will progressively improve itself as the simulation is paused, or during exports.

The technique used effectively gives you correct ambient occlusion (effectively average visibility) for free. The performance is generally quite good, and will always be turned on.

Supports rotating the environment map as well for fine tuning of your lighting.

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Unified Renderer: Materials

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Feature Preview

Unified Renderer: Materials

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Nicholas Seavert

Posted on April 28, 2026

Status IconCompleted

The feature is completed internally. This does not mean the feature is available publicly.

We're working on a unified Renderer to work seamlessly across all products. This particular card deals with custom material features such as:

  • Roughness
  • Metallic
  • Sheen
  • Clearcoat
  • Iridescence
Feature Preview

Coarse Splat Rendering

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Feature Preview

Coarse Splat Rendering

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Nicholas Seavert

Posted on March 16, 2026

Status IconOn Target

The feature is on track to be included in a particular release.

We are currently experimenting with Gaussian Splats for a coarse and dirty renderer that uses about 64mb of VRAM. These are simply splats on a voxel grid with no stretching. We're investigating this as a performant method for rendering when VRAM is at a premium.


Upcoming: 2.0 Production Ready (2027)

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New GPU Particle System

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Feature Preview

New GPU Particle System

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Nicholas Seavert

Posted on April 17, 2025

Status IconOn Target

The feature is on track to be included in a particular release.

Particles in EmberGen 1.x are performance heavy and a bit convoluted. This rewrite will serve as a new foundation for future GPU particle emitter improvements. Over 500 million GPU particles supported on a 24 GB card. Better collisions, easier controls, and a lot more boom.

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Volume Caching for Scrubbable Simulations

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Feature Preview

Volume Caching for Scrubbable Simulations

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Nicholas Seavert

Posted on April 17, 2025

Status IconOn Target

The feature is on track to be included in a particular release.

Since the beginning of EmberGen's life, customers have asked for caching simulations so that you can scrub through them. Ask no longer, because it's coming in 2.0!

Feature Preview

Import VDB Files

Status IconCompleted

Feature Preview

Import VDB Files

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Nicholas Seavert

Posted on April 17, 2025

Status IconCompleted

The feature is completed internally. This does not mean the feature is available publicly.

Import static and animated VDB files. The data is usable by the simulation to resume the cached simulation state, even if it is from another tool.

Inject: Fuel, Fire, Smoke, Temperature, and Velocity

Feature Preview

Selectable Viewport Items

Status IconCompleted

Feature Preview

Selectable Viewport Items

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Nicholas Seavert

Posted on April 17, 2025

Status IconCompleted

The feature is completed internally. This does not mean the feature is available publicly.

In the viewports of all products, shapes, emitters, colliders, and more generally aren't selectable, but we are working on changing that. All items will be selectable with new gizmo graphics and shaders to go along with this new feature.

Feature Preview

Curve controls for more parameters

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Feature Preview

Curve controls for more parameters

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Nicholas Seavert

Posted on April 17, 2025

Status IconOn Target

The feature is on track to be included in a particular release.

The curve UI Widget is relatively new to EmberGen 1.x and was a by product of GeoGen development. There are a lot of parameters in EmberGen that could benefit from being remapped via in-node curves and we plan to investigate more use cases for these curves during and after the development of EmberGen 2.0.

Feature Preview

Mesh Based Particles - Debris & Mesh Instancing

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Feature Preview

Mesh Based Particles - Debris & Mesh Instancing

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Nicholas Seavert

Posted on April 17, 2025

Status IconOn Target

The feature is on track to be included in a particular release.

Sometimes you want to be able to instance meshes onto particles inside of EmberGen for debris simulations and this enables that behavior.

Feature Preview

Animated 3D/4D Volume Textures for Games

Status IconOn Target

Feature Preview

Animated 3D/4D Volume Textures for Games

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Nicholas Seavert

Posted on April 17, 2025

Status IconOn Target

The feature is on track to be included in a particular release.

4D Volume slice exports for games

Feature Preview

Variable Component Injection - Custom Voxel Data (Multi-sim)

Status IconOn Target

Feature Preview

Variable Component Injection - Custom Voxel Data (Multi-sim)

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Nicholas Seavert

Posted on April 17, 2025

Status IconOn Target

The feature is on track to be included in a particular release.

With EmberGen 1.0 there are a lot of limitations as to what information voxels can store and hold on to.

With variable component injection you will be able to store different values for fuel types, smoke color, and more to allow for multiple unique simulations and voxel types within your scene. A great use case to think of is if you have a bomb that explodes in the dirt, you would have a mix of white smoke from the bomb and brown smoke from the dirt. You may also have a scene where there are two types of fuel present that give off varying colors of both fire and smoke.

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Emission from textures

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Feature Preview

Emission from textures

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Nicholas Seavert

Posted on April 17, 2025

Status IconOn Target

The feature is on track to be included in a particular release.

We used to have it, then we didn't, now we do.. :)

Feature Preview

Retiming Simulations & True Scene FPS Options

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Feature Preview

Retiming Simulations & True Scene FPS Options

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Nicholas Seavert

Posted on April 17, 2025

Status IconOn Target

The feature is on track to be included in a particular release.

Users need the ability to retime simulations to match the desired frame rate, or have variable frame rates to support transitions to super slow motion, etc. Depending on your project you may need unique frame rates outside of EmberGen's default 60 frames per second. Easily switch your scene to run at 24, 25, 30, or even 23.97 frames per second if you're weird.

Feature Preview

USD Format Support

Status IconDelayed

Feature Preview

USD Format Support

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Nicholas Seavert

Posted on April 17, 2025

Status IconDelayed

The feature is delayed and it is highly likely it won't make it into a particular release.

Import and export support for USD (Universal Scene Description) files.

Feature Preview

Wedging & Batch Processing UI

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Feature Preview

Wedging & Batch Processing UI

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Nicholas Seavert

Posted on April 17, 2025

Status IconOn Target

The feature is on track to be included in a particular release.

You can already export infinite variations within EmberGen within the file menu tab. We will add further UI enhancements to make variation exports more accessible.

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Scriptable API

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Feature Preview

Scriptable API

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Nicholas Seavert

Posted on April 17, 2025

Status IconOn Target

The feature is on track to be included in a particular release.

Use a scripting language of your choice to interface with, and automate our products.

Feature Preview

Paintable Emission On Ground & Meshes

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Feature Preview

Paintable Emission On Ground & Meshes

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Nicholas Seavert

Posted on March 16, 2026

Status IconOn Target

The feature is on track to be included in a particular release.

A sparse painting workflow will be available in EmberGen 2.


Future Features

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Feature Preview

Volume Modifiers for Distortion

Status IconDelayed

Feature Preview

Volume Modifiers for Distortion

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Nicholas Seavert

Posted on April 17, 2025

Status IconDelayed

The feature is delayed and it is highly likely it won't make it into a particular release.

Sometimes you may want to twist, bend, flatten, bop, and sculpt a volume. Volume modifiers will allow you to do just that!

Feature Preview

MP4 Export

Status IconDelayed

Feature Preview

MP4 Export

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Nicholas Seavert

Posted on April 17, 2025

Status IconDelayed

The feature is delayed and it is highly likely it won't make it into a particular release.

Export MP4 video files directly from EmberGen

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VDB Compression

Status IconDelayed

Feature Preview

VDB Compression

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Nicholas Seavert

Posted on April 28, 2025

Status IconDelayed

The feature is delayed and it is highly likely it won't make it into a particular release.

VDB's are huge and compression can make them small! Maybe we'll attempt to lessen the file size burden of your VDB exports.

Feature Preview

Bake textures for performance gains

Status IconDelayed

Feature Preview

Bake textures for performance gains

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Nicholas Seavert

Posted on April 17, 2025

Status IconDelayed

The feature is delayed and it is highly likely it won't make it into a particular release.

Description coming soon

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Real-Time Path Tracing

Status IconDelayed

Feature Preview

Real-Time Path Tracing

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Nicholas Seavert

Posted on April 17, 2025

Status IconDelayed

The feature is delayed and it is highly likely it won't make it into a particular release.

A unified real-time path tracer that is shared between all products.

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DeepEXR

Status IconDelayed

Feature Preview

DeepEXR

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Nicholas Seavert

Posted on April 17, 2025

Status IconDelayed

The feature is delayed and it is highly likely it won't make it into a particular release.

DeepEXR for more advanced external compositing.

Feature Preview

Granular Solver for dirt/sand within explosions

Status IconDelayed

Feature Preview

Granular Solver for dirt/sand within explosions

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Nicholas Seavert

Posted on April 17, 2025

Status IconDelayed

The feature is delayed and it is highly likely it won't make it into a particular release.

Not guaranteed, but useful for blowing dirt, sand, and snow to smithereens.

Feature Preview

Export VectorFields

Status IconDelayed

Feature Preview

Export VectorFields

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Nicholas Seavert

Posted on April 17, 2025

Status IconDelayed

The feature is delayed and it is highly likely it won't make it into a particular release.

.FGA and JSON vector field support for velocities per voxel.