Nov 24, 2013

Is it already Christmas ?


After months of preparation it's finally here : the complete werkkzeug4 CE tutorial.

Textures, meshes, materials, shaders, animation, script, physx, post-process, beats, splines, lights, particles and many more... All Werkkzeug4 features are covered in this tutorial, you will learn to use all the features in detail, all secrets are revealed, probably the most complete werkkzeug4 tutorial in the world :)

Big thanks to Skinnytorus for this amazing work. Credit also goes to Farbrausch for their numerous examples and to Drompeter for his high detailed texture samples.

Good news never comes alone, and we proudly present the latest official release of werkkzeug4 CE :

Werkkzeug4 CE 1.15

some of  the new features :
  • Many bugs and crash fixes
  • ModMaterial shader is now editable to boost the power of wz4 materials
  • New amazing operators : DisplaceTwist, DisplaceSinWave, Refract, WaterPlane
  • Physx improvements

See changes.txt for details.

Don't wait and jump to the download page.

Sep 29, 2013

New version


Werkkzeug4 CE 1.1 is here. (see download page)

some of  new features :

  • many bug and crash fixes
  • new camera mode to allow reflective shaders
  • SphSDFColl is now working with FromMesh
  • CustomMaterial now support animation
  • new handle helpers system
  • new operator : CenterEx, CustomMtrlEnv
  • new behavior for some operators (SpiltAlongPlane, Path3D, Sparkle...)
  • new shortcuts

See changes.txt for details.

IMPORTANT : delete all previous "config_wz4" configuration file if exists.

Enjoy :)

Sep 7, 2013

Discover & Fix operators

Here is a beginners tutorial to start to learn how to modify or add werkkzeug operators.
This tutorial assumes you have a good knowledge of C++ and you know how to use Visual Studio.

For this first lesson, I chose to study a concrete case and l'll start by jumping right into the code to fix an operator that do not work as expected.

Target : I noticed that the Print operator (wz4Render type, yellow operators) does not take care of its scale, rotation and translate parameters.

So let's go to fix that.

Sep 4, 2013


Hello all,

I'm Ikam and I am the founder of the Werkkzeug4 CE project.

I am a regular werkkzeug4 user, and I use it as a primary 3D tool in my digital art projects. I am also an experienced developer and a big fan of 3D. I have helped to fix bugs and added new features to werkkzeug4 since farbrausch released its source code.

Together with some other werkkzeug4 fans I decided to make a fork of the werkkzeug4 project to be independent from the original github repository created by farbrausch demo group (the creators of werkkzeug4, see Features page).

Why did I do that?
- To be able to change or integrate new features not necessarily in line with farbrausch members' vision. For example, add some external libraries, what I've done by integrating the physX engine into wz4.

We are also interested in promoting this tool outside the demoscene. Unlike most of the 3D software around it's a truly complete procedural REAL TIME CG environment: from texture generation to image post-processing. Besides, it is extremely intuitive: you feel absolutely at home after several hours of practice. All that makes wz4 my tool of choice in visualizing my own fantasies. Next-to-zero render times – absolutely perfect!

The project source code and build instructions are available at github, and if you want to help us develop this tool in any possible way, you are perfectly welcome.

If you're new to werkkzeug4, stay tuned: soon you gonna find tons of useful information, tutorials and examples here.