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DEVv0.3.0-RC1Sep 8, 2026

Boolean and Infection

beta

This dev release adds real geometry cutting and fracture with the Boolean operator, the Infection deformer, Island Cloner and Realize, ray-traced reflections with a denoiser, multi-material models and Blend Materials, mesh trails and new emitter shapes for particles, a Mouse modifier with separate X and Y outputs, a right-click pie menu in the Node graph, and a geometry cache that carries heavy solves across sessions.

Surface topology

  • Boolean: Union, Difference, and Intersect on real geometry. The Operand accepts any surface chain, so a Primitive, an imported Mesh, or a Merge can cut, and deformers on the operand shape the cut. Cut Position, Heading, Pitch, Roll, and Scale move the cut on the Boolean itself. Repeat makes N copies of the operand along a step vector with per-copy rotation and scale, so one operand can slice a sphere into wedges.

  • Shatter: a plane or open surface wired as the operand splits the host into pieces with no material removed, so the shape stays intact at rest. Treat Operand As defaults to Auto and measures the operand geometry to decide between Solid and Surface. Crossing sheets each cut on their own.

  • Cut Material: a Material wired into the Boolean's Cut Material port styles the faces the cut created, on Difference and on Shatter.

  • Close Holes fills a model's open boundaries, both on its own operator and as a toggle on the Boolean, which now closes the holes the solve itself makes.

  • Remesh rebuilds a mesh into even triangles of one target size, with a Protect Hard Edges option and quad-dominant output.

  • Island Cloner: every disconnected shell of a surface behaves as a cloner instance, so fracture pieces take effectors. Minimum Size % discards slivers under a share of the largest piece.

  • Realize turns a cloner's array into one real mesh. Deformers after it act across the whole array, a Boolean can cut the assembly, and an Island Cloner sees every piece.

  • Copy Geometry starts a new chain from a mesh, so the same source can be deformed one way in one branch and left alone in another.

  • Switch on the Surface and SDF families passes one wired branch through by Index, which takes a modifier, keyframe, or MIDI control. Evaluate Branches defaults to Selected Only so unselected heavy chains cost nothing.

  • Smooth now averages normals across the welded surface, so a smoothed mesh no longer shows every facet.

  • The Mesh operator gains Smoothing Angle, which keeps hard edges hard on imported models, and a polygon count readout. Importing a multi-part model asks whether it comes in as one node or one node per part.

  • Heavy topology solves run in the background with a progress pill and an ETA. A face budget warns on large inputs, and Ignore Budget accepts the cost.

Infection

The Infection deformer scatters seed points on any mesh and grows plates outward from them across the surface. Plates scale, lift, and rotate about their own frame as the front reaches them, with decay, replay, and highlight. Seeds can be placed by clicking polygons on the mesh.

  • Spread shaping: direction, curvature, branching, spread limit, Step Stagger and Step Multiplier, and three-axis Randomness.

  • Contagion character: Incubation, Resistance, Superspreaders, Jitter Scale, and a Recovery Cycle that heals and re-infects plates on a repeating clock.

  • Infected plates can blend to a second material with per-channel easing. Plate size variance, shape variety, and Thickness.

Materials and lighting

  • Imported models keep the materials they were authored with. The Mesh operator grows one Material input per slot, labeled with the file's own material name.

  • Blend Materials mixes two whole materials by a texture mask, including each material's own texture maps. A Mapping input projects the mask.

  • Any material can find its own edges from the geometry and shade them with a second material, with the Edge Material's texture maps sampled.

  • Mapping gains Projection Transform (position, rotation, and scale of the projection frame) and Break Tiling, which hides repeats in a projected texture. Cubic Blend now works.

  • Alpha Mask on the Material operator cuts the mesh with a black-and-white texture, in Cutout or Soft mode.

  • Rim Light with a glow color and Rim Intensity on the Material operator.

  • Spotlight operator. Point and spot lights gain Attenuation, and the particle light model now falls off with distance.

  • The Camera takes an Origin Object, so a Null can rig it.

  • Twist gains an X, Y, or Z axis. Noise Displace, Curl Noise, and Turbulence share one set of controls: Animation Speed, Pan X/Y/Z, Harmonics, Roughness, Spread, Exponent, and Offset. Noise Displace offers nine field types. Texture Displace gains a vector Displace Mode.

  • Cloner effectors: every effector that moves, rotates, or scales a clone now chooses Add, Subtract, Multiply, or Replace per channel. The Noise Effector gains Noise Type, Octaves, Roughness, Detail Scale, and Contrast. The Target Effector takes a target object and can Scale In Place. The Plain Effector gains Pivot On Effector. Every effector gains a Clamp block and a field Inner Radius. A deformer placed after a cloner now applies, and nested cloners work at their edges.

Ray tracing

  • Ray Tracing on the Output node traces reflections, glass, shadows, and bounce light on the 3D scene. Reflection Bounces sets how many times a mirror can reflect a mirror, up to 4.

  • Denoiser: Off, Spatial, or Spatial + Temporal, with Strength, Passes, Temporal Blend, and Firefly Suppression.

  • A still scene keeps refining while the camera rests, for reflections and for ambient occlusion, and exports render the converged image.

Particles

  • The Trail Renderer gains Mesh Output: trails become lit tubes with Radial Segments, Mesh Thickness, Start Cap and End Cap, and Rounded Caps. Start Taper and End Taper are independent.

  • Emitter shapes: Cylinder, Torus, Plane, and Disc, alongside Sphere, Box, and Point. Every shape fills the same unit box, so Size means one thing whichever is picked.

  • Volume Shadows: a cloud self-shades as a volume, so a thin wisp barely dims and a dense core goes dark. Every wired light casts its own shadow.

  • The Point Renderer gains Softness, which feathers each particle's rim.

  • Color From Mesh, Density coloring, and Curl Advect. Colorize effectors stack, applied in wired order. Effectors gain Use Amount, Speed Variance, and Bias.

  • The Mesh Emitter gains Emit Rate (fps). System Speed is a true time scale. Turbulence and curl noise are frame-rate independent and steerable, and particle size holds its proportions at any resolution.

Generators and texture operators

  • Sparse Convolution, Box Noise, and Mod Noise join the noise types. The Noiserator gains a Preset dropdown with 21 named looks that write a whole parameter set onto the node, leaving every slider editable.

  • Vector Motion Blur estimates motion from the image itself and blurs each pixel along its own velocity, so a moving subject streaks while a static background stays sharp.

  • Every generator with a displacing input gains Displace Amount. Every operator with a Composite Input gets its own Composite Mode and Mix.

  • Mirror gains Flip, a draggable fold point, and Angle. Load Image and Load Video gain Flip X, Flip Y, and a true Mirror. Invert keeps alpha and can invert it. Surface Light gains Use Input Alpha. Conduit moves to the Texture family.

  • Bloom lands on a new default Bloom mode with a continuous Size. Simple mode now has a hot core that burns toward white. Escher Droste no longer skips when Frequency is adjusted.

Modifiers and animation

  • A modifier can carry more than one value. The Mouse modifier gives X and Y their own outputs, centered on the frame and aspect-corrected, with per-axis Scale. Dragging from a modifier's bar lane wires that output.

  • Modifiers cross Base boundaries in both directions.

  • A keyframed parameter can be edited at the playhead and committed with the keyframe dot, which now sits on the slider row. The POI orb works at a paused playhead.

  • The Accumulator accumulates instead of driving itself, and each modifier's bar spreads across its own range.

Node graph

  • Pie menu on right-click: Immersive Mode, Operator Menu, Quick Settings, MIDI Mapping, Audio Mapping, Fit Nodes to Screen, and the geometry cache. Press and hold a slot to rebind it.

  • Alt+drag across the background cuts every wire it crosses. Dropping a node on a wire splices it in. P toggles the preview panel and T the thumbnail.

  • The inline 3D preview orbits, pans, and dollies with the pointer, and cloner previews render as clay geometry.

  • The grid comes up hidden. Grid Lines Type, Grid Thickness, and Origin Axis move to the Theme operator. Port padding is tighter, with a Node I/O Alignment setting.

  • Operator search ranks families by the nodes already around the cursor. The operator list is alphabetical by group. Dropping several files onto the app spawns one node each.

  • Cross-family wires fade from the source color into the destination. Stacked nodes route through the seam and follow a neighbor whose height changes.

  • Vector rows gain reset and lock buttons. Parameter tooltips are drawn by the app. The shortcut sheet shows only the keys that apply where you are and covers mouse gestures.

  • An INTERACTIVE pill beside the immersive control hands the pointer to the viewport and disables graph editing while active.

  • The viewport presents at the display's real device pixels, so it reads sharp on high-density screens. The Output node gains a Background setting and auto-exposure.

Patches, cache, and settings

  • A geometry cache stores heavy solves on disk per project, so a patch reopens without re-solving. Its size is set in Settings under 3D behavior, Purge Unused clears entries the open patch no longer uses, and closing the app offers to purge past 500MB.

  • JSON patches carry a preview image. Ctrl+S saves a patch opened from the Patches panel or the gallery under its own name. Deleting a patch asks first.

  • Files dropped on the canvas are stored in a hidden vault folder instead of the Resources palette, and duplicates are detected by content.

  • Thumbnails persist across launches, and OBJ models load in the background with progress.

  • The Settings modal is regrouped with headings on the left, shorter descriptions, and radio groups for short choices. Panels can no longer be dragged offscreen.

  • performMODE exports the A/B mix. Video export starts at frame zero and matches viewport speed.

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