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Release notes for 0.3.0-alpha
  • WARNING: due to significant changes in this release, presets from previous versions are not guaranteed to work

Simulation

  • The simulation solver has gone through a complete overhaul, and that comes with tons of major improvements! Here's an overview of what you can expect:
    • Surface tension
    • Whitewater Node
      • Three types of whitewater particles
        • Spray, which falls down from the liquid
        • Foam, which follows the liquid surface movements
        • Bubbles, which rise to the surface of the liquid
      • Emitter: Whitewater nodes can be used to emit whitewater based on different criteria.
      • Force Nodes can be connected to apply forces only to whitewater particles
    • Whitewater View Options
      • Wave crest, this displays the wave crests of the liquid where whitewater particle will spawn if enabled
      • Trapped air, this displays the regions where air is getting trapped by the liquid whitewater particle will spawn if enabled
    • Moved from APIC to a PIC/FLIP solver
    • Volume conservation improvements[, especially when using compensation]
    • Projection improvements to create a smoother liquid surface [(specially when mesh isovalue >= 0.3)]
    • Improvements to the spatial accuracy of the emission
  • Improved sticky boundary conditions with rotating geometry [(a bit. It's still not great)]
  • Increased the maximum number of particles supported
  • There are now four possible export options in the Particles Export node: liquid, foam, spray, and bubble
  • Removed "Redistribute tight particles" from Simulation Node
  • Force nodes have gone through several changes and additions, here's an overview of what you can expect:
    • Added a line force node, affecting both the simulation and whitewater
    • Added a toroidal force node, affecting both the simulation and whitewater
    • Turbulence node was reworked, params and inner workings are now similar to Embergen's noise node
    • Added noise preview to the turbulence node
    • Improved shape forces with imported meshes
    • Fixed some crashes resulting from interations between import nodes and force masks pins
  • Added lifetime to particles
  • Added the "target divergence" option to the projection
    • The solver will now adapt to achieve a given "quality" instead of running the same number of iterations all the time

Rendering

  • Improved rasterized directional light's shadowmap range
  • Added refraction for liquids and geometry when using rasterized rendering
  • Added liquid transmission color when using rasterized rendering
  • Pathtracing now respects inverted shapes
  • Pathtraced materials now have an emissive property, so any geometry can be a light source (even the liquid)
  • Pathtraced point lights can now have a radius (they become a sphere light with a nonzero radius)
  • All color inputs are now gamma-correct
  • Allow coloring particles by attribute

UI/UX

  • Added gizmo/parameter live-recording to timeline (Shift+R)
  • Added support for snapping-to-frame on the timeline
    • Enable by using the "magnet" icon at the top right of the timeline
  • Made internal floating windows resizable from any corner
  • Improved line rendering across the entire UI
  • Improved the stats in the viewport with more relevant information
  • Split and renamed Divergence Control into "Compensante compression" and "Compensate decompression"
  • Added shortcut to randomize parameters (Ctrl+Alt+R)
  • Added shortcut to show liquid simulation tiles (Alt+B)
  • Added shortcut to show liquid simulation bounding box (B)
  • Fixed long submenus sometimes not handling mouse click correctly

Bugfixes

  • Fixed volumetric emitters always generating zero velocity on the interior when used with imported meshes
  • Fixed volumetric emitters always resetting interior velocities
  • Fixed several bugs related to performance
  • Fixed issues with velocity transfer of imported meshes
  • Fixed vertex winding order for alembic imports
  • Fixed issues with the transfer of collider velocities to the liquid
  • Fixed issues with isolated droplets being removed
  • Fixed important issues with the liquid-air interface
  • Fixed collisions adding energy into the system
  • Fixed a bug related to velocity transfer for imported meshes
  • Fixed a window maximizing bug on Linux
  • Fixed an issue where 'View -> Bounds' (B) didn't do anything
  • Fixed an issue where in "Whitewater - Trapped Air" or "Whitewater - Wave crests" viewing modes, the liquid would be rendered with refraction even though it inhibited the usability of these modes
Download 0.3.0-alpha

System requirements