Like Fabric Engine, but for non-technical artists? The toolset is intended to automate repetitive tasks in game development and visual effects work.Īccording to the launch video embedded above, “scattering, cables, geometry slicing, asset placement and so many other time-consuming tasks are now a thing of the past”. There are also options for adjusting geometry, materials and textures, for decimating assets, and support for basic physics properties like collision and gravity. The graph includes nodes for positioning objects, or scattering them across a surface, with support for selection patterns and masking, and for aligning objects relative to one another. In the initial public beta, GraphN’s toolset looks geared mainly towards object scattering and scene layout. Geared towards scene layout, but with more procedural modelling and physics features to come Polygonflow founder – and former Quixel technical artist – Adnan Chaumette describes the aim of GraphN as being to give CG artists “the most powerful and accessible plugin creation platform out there”. Users can then create custom tools via a standard node-based workflow, and choose which of their controls and properties to make available inside the host application itself. The ‘most powerful and accessible’ platform available for creating custom Maya CG toolsįirst unveiled last year, and available in private beta since January, GraphN is a visual programming environment that integrates directly with its host applications. GraphN is currently available for Maya and Unreal Engine, with Blender and 3ds Max to come. The initial public release, which comes with a library of 100 25 readymade tools, is geared towards object scattering, but more general procedural modelling and physics capabilities are in development. Polygonflow has released the first public beta of GraphN, its promising visual programming system for creating custom tools for use inside other CG applications. Scroll down for news of the latest release.
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