GET UNIGINE Table of contents: Recent news: 2020-07-31 UNIGINE 2.12: Faster Physics, Better Clouds, Earthworks Demo, Advanced Particle Systems 2020-04-10 UNIGINE 2.11: Community Edition, Performance Optimizations, Better Particles, Archviz Demo 2019-12-25 UNIGINE 2.10: New Terrain, Improved C++/C# API, Editor Plugins, Vehicle System 2019-08-16 UNIGINE 2.9: C# Component System, Better Shadows, SSSSS, Dome Screens Support, Weather Add-On 2019-04-30 UNIGINE 2.8: Improved Data Streaming, Cached Shadows, Refactored Editor, Better Vegetation 2018-12-27 UNIGINE 2.7.3: Major UnigineEditor Update, Properties and Component Systems Upgrade, IG Template, Experimental Road Tool 2018-08-10 UNIGINE 2.7.2: CAD Models Import, Improved Collaboration, Impostors and Terrain Holes 2018-06-03 UNIGINE 2.7.1: Improved Voxel GI, Forced Shaders Compilation, Water Performance Optimizations, Stabilization 2018-04-26 UNIGINE 2.7: New Voxel GI Solution, Synthetic Terrain Generation, Improved Assets System, Refactored Properties, More Dynamic Environment 2017-12-22 UNIGINE 2.6.1: Improved Multi-Channel Rendering, Runtime Grass Modification, Distributed Terrain Generation, Stabilization

Node export and reference manual

What's new:

  • Support of parallax mask in materials.
  • Support of DXT1 textures with 1-bit alpha channel.
  • Bugfix of world loading: physical objects aren't moved to zero anymore.
  • Support of polygon primitive for COLLADA.
  • Adjustable polygon offset.
  • Node export from 3ds Max with materials.
  • "Priority" parameter doesn't belong exlusively to blending, it is available for all types of objects for rendering optimization (rendering order) now.

There is a Unigine menu item available after installation of our plugins for 3ds Max:
Unigine menu in 3ds Max
The most interesting item here is "Node export", which lets to export objects with materials into Unigine node files supported by UnigineEditor.

It's a vacation time, so there are only few changes in terms of code. However we have news in art content and documentation. We would like to introduce our technical writer, Valentina "fattie" Vaneeva. She is a highly competent person, prior to joining us Valia worked in ALT Linux development team as a translator and in Mozilla Organization as a chief of Russian localization team. So, for more than a month our reference manual has been being in safe hands, there is almost completed new "Technologies" section ("Lighting", "Shading", "Bump Mapping", "Shadows", "HDR Rendering", "Postprocessing", "Transparency", "Reflections", "Special Effects" and more to come) with a lot of pictures. This chapter of the reference manual is devoted to modern real-time technologies of virtual worlds in general, it would be useful for artists as well as programmers.