Features
1. Animation
- define the custom active timeline range (0-360) for the animation using the top two markers or in the popup menu.
- auto animation playback.
- denoiser can be automatically enabled for each frame of animation and turntable rendering.
2. Palette
- use ctrl+drag to move (swap) multiple selected colors in the palette.
- change/increase the H/S/V/R/G/B values of colors in group.
- copy and paste selected...
2023-05-29 10:00:10 +0000 UTC
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1. Stroke->Bezier Curve->H [Image 4]
High quality linear tapered Bezier Curve.
It fixes the cracks in the corners with large curvature observed in previous versions and some other sdf tools.
2. Stroke->Bezier Curve->Muscle Taper [Image 1]
4-point muscle taper: center tapered
3-point muscle taper: curved tapered (not center or linear tapered)
They are good for modeling 2-end and 1-end muscle shapes.
2023-03-25 20:46:54 +0000 UTC
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Update this weekend:
1. Stroke->Hq
High quality linear tapered Bezier Curve.
It fixes the cracks in the corners with large curvature observed in previous versions.
2. Stroke->Muscle Taper:
4-point muscle taper: curved center tapered curve
3-point muscle taper: curved tapered curve (not center or linear tapered)
They are good to model 2-end and 1-end muscle shapes.
Both o...
2023-03-22 06:27:23 +0000 UTC
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[Features]
1. Matter->Media
Media->Color determines how the light is absorbed by the media.
Media->Density It can be set above 100.
Media->Phase determines how the media scatters the light.
- If it's zero, then the light is scattered uniformly in all direction.
- If it's positive, the light is scattered more ...
2023-02-26 18:29:32 +0000 UTC
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(let's try out the video feature of patreon...)
There will be a new Media material property for each object in the next update.
the density controls the density of scattering. if it's zero, then it's as transparent as the previous glass material.
the phase controls the distribution of the scattering directions (forward, backward, or uniform).
the color controls the scattering color. you may set the obj...
2022-12-22 22:08:13 +0000 UTC
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I. Dual Material per Object.
You can define two materials Matter->A/B for each object
Use Blend->A/B of stroke to specify which material is assigned to which stroke.
You can then create some embedded and blended materials effects.
II. Material Color Override
Material->Color.
You can define one override color for each material.
Therefore, you don't ...
2022-12-11 18:16:46 +0000 UTC
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1. Two Materials per Object.
Use Blend->A/B to specify which material is assigned to which stroke.
In this way, you can create some embedded and blended materials effects.
2. Color Override
You can define one override color for each material.
Therefore, you don't need to select all the strokes and then modify the stroke color.
And this way is faster, since it doesn't require recomputing the entire shape....
2022-12-09 08:53:36 +0000 UTC
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I. Interactive Render Mode
You can edit shapes, select and move objects around in the render mode.
Objects can be assigned different materials.
Only materials are stored in the file so far.
II. Material Menu
Here are some common setups:
Glass: Transparency = 1 and IOR > 0
Plastic: Transparency = 0 and IOR > 0
Metal: Metal = 1
2022-11-26 20:19:51 +0000 UTC
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keep the rendering view interactive is challenging,
but I would like to have editing and rendering menus coexist in the same interface,
so you can adjust the shape and transform without switching views forth and back.
also need to redesign and polish the workflow while adding back the other rendering features.
2022-10-29 04:59:27 +0000 UTC
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slowly making progress in the new renderer.
material system hasn't been decided yet.
hopefully, you can edit the scene with some live noisy preview.
2022-10-22 00:56:33 +0000 UTC
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I. Reference Image
1. drag and drop a png/jpg image into the editor view.
2. it only supports rendering up to 4 images right now.
3. transformation tools can be applied to images too.
[ToDo]
1. correct the drawing order for multiple reference images.
2. allow modifying the transparency.
3. allow changing image sources (currently you have to delete and add).
4. allow importing multiple images together.
2022-10-08 18:00:14 +0000 UTC
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[Note]
Feature set is still incomplete (e.g., Gizmo menu).
2022-09-17 09:44:42 +0000 UTC
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[See screenshots and videos]
https://twitter.com/ephtracy/status/1570679565357576192?s=20&t=h7RRLPlA_Ms2zOPwYLhb7w
I Enable Forward Kinematics
By default, the gizmo only transforms selected objects, around the center of the objects.
With the "Forward Kinematics" mode enabled (See [1]), the gizmo transforms objects along ...
2022-09-17 07:56:30 +0000 UTC
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---------------------
[Update Log]
- There are still issues. Renderer and Exporter are not implemented yet.
- Duplicated objects are instances by default (SHIFT+Drag, Paste, etc.).
- Instances are good since they don't require as much resource as copies.
- You can st...
2022-09-04 18:57:59 +0000 UTC
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The planned features and tools for the first prototype are finished.
Need to take some rest before further testing and debugging.
You can freely place strokes and objects in the canvas, and choose different volume resolution for different object to save GPU RAM for more detailed objects.
You can also use instanced copies to save the work for objects with same structures.
Switching between world and shape (csg) editor is also quite smooth now.
some demos:
2022-08-14 05:15:07 +0000 UTC
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Thanks for the support! Some future plans here:
-The 0.0.x versions mainly focus on primitive and transform tools.
There will still be some updates for that.
-The 0.1.x versions will focus on adding support for Scene Editing and Instancing.
You will be able to create a larger scene with multiple instanced volumes that have different translation, rotation, scale and mirror planes, and not fixed in one place.
This will provide more convenience and poten...
2022-08-03 22:39:14 +0000 UTC
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I. Revolve Mode [Stroke->Top Bar]
You can make any stroke shape revolved around Y axis in this mode.
Especially, you can use the Bezier and line shapes to create the profile of object.
There are two new options on the top bar for the control points in this mode:
1. Keep X of control points positive;
2. Lock the origin of the stroke at the first control point;
II. Two-sided Cone Mode [Stroke->...
2022-07-02 13:27:03 +0000 UTC
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I. Drag and Drop strokes from the stroke shape menu
- You can drag a shape from the shape menu to the edit view to create a new stroke.
- Note that if you only click the shape button, it will only change the shape of current selected strokes.
- The new stroke will snap on the surface of the object. you can also disable the snapping.
II. Click the + button on the top bar of edit view or Scene->Stroke pane
I. Intel denoiser
can be auto enabled for each frame of anim and turntable rendering (Filter->Auto).
It's also applied to the bloom effect now.
II. Timeline range [0-360]
you can set the minimum and maximum frames for the timeline by dragging the top two markers, or change the values directly in the right-click menu.
The animation playback will then loop between these two frames (press button < >).
III, Ani...
2022-06-11 23:43:44 +0000 UTC
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1. Layer & Stroke visibility: click the eye icons besides layers/strokes to toggle the visibility. hotkey: [CTRL+H/CTRL+SHIFT+H].
2. 2D/3D Line/Bezier, Rhombus stroke shapes: the line can have up to 4 control points now (but without taper). 2D/3D Line/Bezier splines are combined.
3. Curved and centered line taper: click the egg and football icons in [Stroke->Taper]. It only works with [Line->P0] control points.
2022-06-04 06:56:15 +0000 UTC
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I. Enter the size in Gizmo->Size [1]
- It will change the size of all selected strokes.
- if you want to assign size Y to size X (e.g., create square or circle), you can click Size->Y button.
- if you want to assign size X to size XY (e.g., create cube or sphere), you can click Size->Z button.
- Size->W stands for Line Width of lines and Bezier splines.
II. Enter ...
2022-05-07 08:26:59 +0000 UTC
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New Features:
1. 3/4-point 2D/3D Bezier spline: choose [Bezier/Bezier3D]->[P3/P4].
2. Trapezoid: change [Triangle]->[Top Width/Vertex].
3. L-norm Sphere: change [Sphere]->[Power].
4. Drag & drop strokes: from the stroke menu to the scene.
5. Array duplicates:
2022-05-01 11:34:38 +0000 UTC
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