Posted May 03, 2024 by MakhamDev
PXC.exe
which allows for executing PXC project, modifying global variables, and executing functions from the console (PXC.exe
use the same arguments as the PixelComposer.exe
but with extra arguments).Introducing FLIP free surface fluid simulation.
Angle is now a floating value.
Automatic group IO now uses the same IO node for the same junction.
Rework group IO order (again). Order now based on group order setting and remove input priority.
Some Area data now use fractional units by default.
Add file watcher to several input nodes.
Add MK Delay Machine node
Add RigidBody Wall node
New Array rearrange node.
New Bake Path node.
New Bend node.
New Blobify node.
New Bridge Path node.
New byte IO nodes for reading/writing buffer to a file.
New cmd argument node.
New Delay node.
New Diffuse node.
New Fold noise node.
New Gamma Map node
New Graph Preview node.
New GUI in/out nodes.
New Image Grid node.
New keyframe driver.
New Kuwahara filter node
New Map Path node.
New MIDI In node.
New MK Blinker node.
New MK Brownian node.
New MK Fall node.
New MK Lens Flare node.
New monitor capture node.
New Offset node.
New Override Channel node.
New Path from Mask node.
New Profile node.
New Project Data node.
New Quasicrystal node
New Reaction-diffusion node.
New Shape blur node.
New Shape map node.
New Slope Blur node.
New smear node.
New Smooth Path node.
New Spherize node.
New Spout output node.
New Stagger node.
New Strand noise node.
New VFX triangulate node.
New Vignette node.
[Supporter] New Pythagorean/herringbone/random tile generators.
[Supporter] New Bubble noise node.
[Supporter] New flow noise node.
Add “Black” oversample mode.
Add mappable value for some properties.
Add support for alpha value in colors, palette, and gradient.
Area mode is now an array member.
Convert all specialized groups into inline groups. (VFX, RigidSim, SmokeSim, StrandSim, Array loop, Array filter, Array sort)
[3D Camera/ Camera Set] Add additive blend mode option.
[3D Cylinder] Add option to disable end caps.
[4 Points Gradient] Add option to normalize weight.
[Anisotropic Noise] Add waterfall render mode.
[Array Range] When the start and end are the same value, will output an array of repeated value “step” times.
[Blend, Sample, Trim, Reverse, Wave Path] Improve UI overlay.
[Cache] When the cache node finds an uncached frame it will enable all nodes in the cache group automatically.
[Camera] Complete rework, will not be compatible with the previous version.
[Camera] Parallax and depth of field is now a separate value per element.
[Camera] Remove background data, all surfaces will be connected to the elements section.
[Camera] Replace fix position toggle with positioning mode supporting 2 modes: fix to space or fix to camera.
[Canvas] Add ability to add, subtract selecting area by holding Shift, Alt key.
[Canvas] Add entire surface fill mode for bucket fill and magic selection.
[Canvas] Add line slope consistency check.
[Canvas] Add mirror line.
[Canvas] Add pen pressure setting.
[Canvas] Add the ability to copy/paste selection inside and between canvas nodes.
[Canvas] Applying selection now won’t be affected by channel property.
[Canvas] Filled shape now also draw the border.
[Canvas] Hold ctrl + scrollwheel to change brush size.
[Canvas] Improve default brush shape.
[Canvas] Improve line pixel placement.
[Canvas] Magic selection now cancel selection whgen clicking outside the canvas.
[Canvas] Move brush color, size, and fill threshold to tools settings.
[Canvas] New brush tool converting current selection to a brush.
[Canvas] New curve tool.
[Canvas] New freeform shape and selection tools.
[Canvas] New mirror tools. Mirror the current brush stroke by the center of the canvas/selection.
[Canvas] New node tools allowing nodes to be loaded and rendered on the selecting area.
[Canvas] Outline tools can now be applied to the selection mask by holding the shift.
[Canvas] Tools will only apply to the area inside a selection (if exists).
[Cellular Noise] Add a tiled pattern (set as default), the previous “uniform” pattern will imply no tiling.
[Cellular Noise] Cell types now have consistent colors.
[Cellular Noise] Crystal type is now tilable.
[Cellular, Flow, Fold, Gabor, Simplex, Perlin, Extra Perlins Noise] Add rotation property.
[Checker Board] Add smooth, AA rendering properties.
[Composite] Add blend mode and alpha properties per surface.
[De-corner] Add iteration, different corner detection types, and mask properties.
[De-stray] Add iteration, strict, and mask properties.
[Diffuse] Internal rework.
[Directional Blur] Add single direction mode.
[Displace] Add gradient mode.
[Displace] Add separate axis option for vector and angle displace mode.
[Draw Gradient] Add a uniform aspect ratio option for the circular, radial gradient.
[Draw Gradient] Add pingpong mode to loop property.
[Draw Text] Add line width property.
[Draw text] Add wave effect.
[Fill Region] Add inner fill, color map mode.
[Glow] Add a property to not draw the original surface.
[Glow] Now use pixel distance instead of blurring.
[Gradient] Add oklab. sRGB blending mode.
[Grid, Hex/Tri grid] Add truchet option for texture grid mode.
[Grid, Tri/Hex Grid, Pythagorean/Herringbone/Random Tile] Add texture rotation properties.
[Grid] Separated truchet flip axis properties.
[Group output] Now show surface content.
[Hex grid] Texture grid now uses cartesian coordinates.
[HSV Combine] Add alpha input.
[Image] Now support path array.
[Level Selector] Add the option to keep the original color.
[Level] Add output range properties.
[Lua] Lua nodes now auto-compile.
[Mesh Transform] Anchor point is now relative to the center of mass.
[Mix Color] Add oklab color space.
[MK Rain] Add lifespan, size, alpha over lifespan, and alpha fading properties.
[Non-uniform Blur] Add gradient effect.
[Normal] Smoothness is now a slider.
[Particle, VFX Renderer] Add default particle when no sprite is provided.
[Particle, VFX] Add line rendering mode.
[Particle] Add background property.
[Particle] Add path follow properties.
[Particle] Add scale to index mode for sprite array.
[Perlin noise] Improve noise shader.
[Pixel Expand] Add scan mode (Does 2 passes, horizontal and vertical instead of scanning the surrounding area in a circle shape).
[Polar] Add tile property.
[Region Fill] Add texture map mode.
[Region fill] Draw original action is now an enum button with “above” and “behind” settings.
[Render Sprite Sheet] Node is now updated in normal playback.
[Repeat] Convert to array processor.
[Replace Color] Add an option to disable automatic palette refresh.
[Replace Colors] Now automatically refresh the palette on connect.
[RGB Combine] Swap sampling type to match the RGBA extract node.
[RGB/HSV Combine/Extract] Add option to use an array of surfaces as inputs/outputs.
[RigidBody group] Add gravity control.
[Scatter] Add an option to sort sprites by Y position.
[Scatter] Add animation support for array input.
[Scatter] Add direct control over uniform distribution.
[Scatter] Add exact property.
[Scatter] Add index, direct data, texture mode for array index selector.
[Scatter] Add maximum blend mode.
[Scatter] Add position shift property.
[Scatter] Add position wiggle property.
[Scatter] Add scale over radius, and angle range properties for uniform circular mode.
[Scatter] Improve performance for static distribution map.
[Shape] Add 2 new position modes; Separate Center + Scale and Full image.
[Shape] Add angle property to a crescent shape.
[Shape] Add crescent shape and tiling.
[Shape] Add donut shape.
[Shape] Add level property.
[Shape] Add shape rotation property (There isn’t one before?).
[Simple Blur] Renamed to Non-Uniform Blur.
[Stack] Add padding properties.
[StrandSim, SmokeSim] Now use inline collection.
[Stripe] Add AA option.
[Stripe] Add palette render mode.
[Stripe] Add progress property.
[Text File In] Now accept every file type.
[Text] Add trim text properties.
[Transform] Add alpha property.
[Transform] Add echo property.
[Warp] Add custom output dimension.
[Warp] Add warping guide.
[Wave Path] Add wiggle and amplitude over length properties.
[Zigzag] Add smooth, AA rendering properties.