Hi
It's been a long time since I didn't post any news about werkzeug4CE.
So I've got bad and good news :
Bad
one, is that I decided to stop to dev for werkzeug4CE, so no more new features
planned.
Good one, is that I decided to work on my own tool, reusing the famous operators stacking concept used in werkkzeug.
I
really learned by working on this wz4 mod, thanks to chaos, ryg, kb, reEto and others farbrausch guys for this
amazing tool. But fact now, is that I want a more personnal version of
the tool and to play with differents technologies, technical choices and
possibilities. it would require a major overhaul of the wz4 code, some
big clean and changes etc..., so I prefered to start from scratch with my own project to get a full control over all aspects.
This is the end but a restart too. I already started to work on my tool and I
have big ideas to exploit, it could be really intersting. So wait and
see.
I want to thanks everyone who helps me, especially
Skinnytorus for his help and intensive testing/debugging sessions, it was very
usefull to help me to build wz4ce. I think we made a good work, werkzeug4CE is a really good 3D tool
But now it's time to turn the page. So stay tuned...
Note :
Here the latest and final release features that I made on werkkzeug4CE and available for download.
- New light operator (single transformable light)
- Extended number of light max per scene
- New physx implementation (better support of node transformations and new physx supported features)
- New particles effects
- Physx particles operator (prototype)
- New 3D model loader with assimp library, support now many 3D files format (see: Assimp )
- And many bug fixes.
Werkkzeug4 CE
Community Edition
Jan 4, 2015
Nov 24, 2013
Is it already Christmas ?
Hi,
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 :
See changes.txt for details.
Don't wait and jump to the download page.
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
Hi,
Werkkzeug4 CE 1.1 is here. (see download page)
some of new features :
See changes.txt for details.
IMPORTANT : delete all previous "config_wz4" configuration file if exists.
Enjoy :)
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.
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
Welcome
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.
Regards.
Ikam
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.
Regards.
Ikam
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