• Hi Guest!

    We have posted a new VaM2 dev log on Patreon, starting a monthly cadence of written progress updates between Beta releases. Highlights include the new Gizmos System, Selection Carousel, and Modes System with Context-Specific Editing. Beta1.2 is 15 of 21 items complete.

    Read the full post on Patreon, or follow progress on the public Trello roadmap.
-- New Features & Improvements:
- Optimized fluid particle simulation to be able to handle 1 MILLION fluid particles in realtime, the max particles slider is now capped at 1M from previous 120K.
- Fixed particle lifetime value not being perfectly equal to real seconds.
- Added smooth fade out effect to particles when they reach their end lifetime.
- New Real-time SDF mesh collision for person body meshes.
- New Real-time SDF mesh collision for CUA mesh colliders.
- Optimized Raymarch renderer performance by skipping empty voxels.
- Improved Raymarch fluid thickness estimation, with multi-layered thickness to improve fluid look when there's overlapping fluid areas.
- Improved refraction effect in both composite & raymarch renderers, with refraction mask to prevent objects in front of fluid from being refracted.
- Better Adhesion simulation, now fluid particles will correctly respond to surface linear & angular velocities.
- Added simulation world scale, useful for making the fluid simulation finer & higher resolution without having to adjust any other simulation parameters.
- Added Keybinds to Emit with spacebar & clear particles with backspace for easier testing.
- New stable & easy to edit viscosity simulation withnewly added Viscoelasticity simulation, good for simulating highly viscous fluids like foam or honey.. etc.
- Removed XPBD adhesion logic as current Akinci adhesion & Custom viscosity Kernel are good enough as is.
- Renamed stickiness & hard stickiness parameters to Adhesion & Adhesion lock.
- Refactored plugin UI with new multi tab style for easier navigation.
- Updated demo scenes with new parameters.
- Updated presets with new parameters.

-- Note:
- Please go check the updated previews clips in the main plugin page.
-- Bug fix:
- Fixed Raymarch renderer for VR mode.
-- New Features & Improvements:
- Fixed composite fluid disappearing around fluid surface boundary.
- Added depth based distance blur modifier for consistent fluid surface across viewing distances.
- Implemented CommandBuffer based render path for proper effect insertion in the rendering pipeline. (fixes fluid drawing over UI elements... etc)
- Updated raymarch render method for higher resolution fluid surface generation with newly added voxel grid acceleration, it is now the default renderer for the fluid as it looks much better than the composite with minimal performance cost difference.
- Resolution downscaling support for raymarching .
- Custom MSAA anti aliasing pass for both renderers, for smoother looking downscaled fluid render.
- More realistic looking hard stickiness by adding a stick contact delay, lets particles spread apart realistically before sticking to surfaces.
- XPBD based particle adhesion to surfaces, simulates soft body physics around sticky particles.
- Full scene lights support & camera exposure & vam IBL reflections + ambient lighting for raymarch & composite renderers.
- Procedural emitter disk, with visualisation toggle.
- Added emitter collision ignore radius at emission point.
- Angular velocity data for colliders + better alt stickiness by newly added adhesion simulation.
- Fixed particle tunnelling through colliders by adding new collision sub-stepping.
- Better mesh collider collision accuracy in some CUAs (depending on CUA hierarchy some CUAs falled back to the old sphere collision based system which was inaccurate)
- New Prism shape collider for mesh collider triangles, much more accurate than previous box collider per triangle.
- Fixed hard stickiness causing particles to violently bounce off surfaces.
-- New features & Improvements:
- Added tooltips for an extended explanation to each parameter in the plugin.
- Added collapsible header menus.
- More performant simulation method for anisotropic splatting, with fine tuned defaults.
- Fixed particle rendering frame lag on person skin when using Hard stickiness.

-- Preview:
-- New Features & Improvements:
- Added fluid rendering support for VR Mode.
- Fixed debug views from blocking the main UI.
- Fixed fluid depth occlusion in screenshot cameras + post magic supershot cameras + fixed fluid renders ontop of UI elements. (Requires Post Magic Plugin to be active in session to take effect)
- Better handling of scene atoms collision addition / removal through newly added events.
- Fixed anisotropic splatting deformation stuck in particle shape if disabled while blend was left at 1 value, and adjusted defaults.
- Fixed frequent stutter caused by scanning for cameras in scene.
- Updated fluid presets to match new parameters, with an addition of 2 new presets. (Foam preset + Water 120k particles preset)
-- New Features & Improvements:
- Added cohesion & new realistic viscosity simulation in fluid physics.
- Added hard stickiness support for mesh colliders.
- Added experimental raymarching rendering method with adjustable parameters.
- Optimized Heap memory usage, now pretty much non existent no matter how many person atoms/ CUAs are in the scene.
- Refined default settings for realistic physics with increase in performance.
- Adjusted Demo scenes for new plugin parameters, with better demonstration of viscosity.
- Merged & Unified Particle size across all render passes.
- Fixed capsule colliders not working for CUAs if their length was less than 0.001.
- Removed collision update throttling since heap memory is now fully optimized, collision should look a lot smoother.
-- Optimizations:
- Optimized heap memory usage, 1,6MB/s per person atom down from previous 8,8MB/s. (this should fix frequent game freezes)
Back
Top Bottom