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JangaFX Releases EmberGen 1.0

Exiting beta, the software got an overhauled particle system, reworked importing and exporting capabilities, new UI, improvements to rendering tools, and more.

Software developer JangaFX announced the release of EmberGen 1.0, a long-awaited update to their VFX tool for creating realistic fire, smoke, and explosion simulations in real-time, ending the application's beta phase. Featuring tons of novel tools and improvements, the update brings an overhauled particle system, reworked importing and exporting capabilities, a redesigned UI, enhanced rendering, an upgraded node graph, and more.

Below are some of EmberGen 1.0's new features:

Simulation

  • A completely reworked particle system
  • Implemented cubic and linear advection methods
  • Improved the simulation grid and pressure solver which results in better movement, better visuals, and fewer artifacts
  • Added a “Trace path” feature for sphere shapes that will fill in the gaps when moving quickly
  • Fuel and Temperature channels are always Linear interpolation
  • Advection performance optimizations, particularly improving Upscaling simulation performance
  • Improved and renamed diffusion parameters for optimization and ease-of-use
  • Improved performance while the simulation is paused which means it should be much easier to work on very heavy sims
  • There is now an explicit Physics weight parameter to determine if the particles are affected by the fluid simulation or the particles' physics
  • Mass determines how strongly gravity will affect particles
  • New Spiral and Hemisphere shapes added to Shapes:primitives
  • Particles can be emitted frozen - collisions of mask shapes overlap releases them

Rendering

  • GPU memory optimizations, saving approximately 1.6 GB per 100 million voxels, which corresponds to approximately 29% more non-upscaled voxels
  • Added the ability to adjust camera clipping planes
  • Added ‘Raymarch Sharpening’ in the Rendering tab of the Shading node
  • Particles now render correctly in the full-frame when the resolution is over 720p
  • Removed advected noise from Volume post-processing
  • Fixed a rendering bug where vectors are visually truncated for viewport sizes bigger than 1080p

Gizmos and Visualizers

  • Replaced old bounding box with wireframe
  • Vector fields can now be displayed correctly even without simulation running
  • The simulation node now previews volumetric velocity instead of input force
  • Lines are now rendered as line arrows for clarity
  • Improved bounding box rendering for clarity
  • Improved visualization of shapes, forces, falloff regions, and wireframes
  • Added vector force gizmos and manipulators for the Vector Field and Noise Force nodes
  • Added support for the velocity vector visualization for all force types
  • Made the force visualization respect the force shape masks, which can be used to easily see which parts of the force are covered by the shape

Importing Overhaul

  • Multiple animations
  • Combinations of mixed animations (rigid, vertex, skinning, and morphs)
  • Per animation framerates and durations
  • Multiple imports (up to 4 influencing the sim), no hard cap on the graph or outside the sim
  • Masks include meshes/bones and vertex colors
  • Ability to easily reimport
  • Temporarily dropped support for OBJ imports
  • Unable to disable rendering of individual masks or vertex colors
  • Removed volumetric rendering for meshes

Exporting Overhaul

  • Improved the performance and memory usage in many areas of exporting
  • Velocity upscaling has been removed from VDB exports
  • Changed alpha exports to render to white instead of black
  • Added the ability to remap values when exporting as VDB
  • Added the ability to set the VDB grid class during export
  • Added the ability to export multilayer EXR images
  • Added a new image export previewer with an independent scrubber and timeline for flipbooks and sequences
  • Added the ability to export particles from the new particle manager to Alembic
  • Normalized VDB output

Node Graph Rework

  • Renamed the Volume node to Volume Processing
  • Renamed the Emitter node to Emitter: Volume
  • Renamed the Particle Emitter node to Emitter: Particles
  • Removed the Particle Manager node and moved its contents to the Simulation node under the Particles tab
  • Emitters, Colliders, and Forces inputs now provide those to the Particles via the Simulation node
  • Colliders and Forces now have a Mode parameter to change between volume, particles, or both
  • The Scene node gained a Particles input which must be used in order to render the particles to the viewport
  • The Export: Particles node now takes a Particles input instead of an Export input
  • The new render node replaces the old render node and export image node
  • You can now create multiple render nodes for more control of exporting

User Interface

  • New Welcome Screen to help you get oriented when opening the software, with easy access to presets, tutorials, and more!
  • New range sliders to make a few parameters much more user friendly
  • Greatly improved ground visuals
  • Improved performance of the preview scrubber
  • The default viewport quality has been changed to “Low” to improve default performance
  • Removed the need for a particle pool and added the particle count to the viewport statistics
  • Added RGBA buttons in the render and export tabs for visualization of different channels
  • Added $(date) variable support for filenames
  • Added support for resizing comment boxes from all corners
  • Reduced distance for two keyframes to be considered one when changing values via autokeying
  • Changed timeline override warning not to display if the lane only has one key on it
  • Added hotkeys for export preview’s transport controls
  • Improved highlighting of currently-selected-item on graph’s add-node menu
  • Improved folder selector dialog

You can find the full list of new features here and try the new version of EmberGen yourself over here. Also, don't forget to join our 80 Level Talent platform and our Telegram channel, follow us on Instagram and Twitter, where we share breakdowns, the latest news, awesome artworks, and more.

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