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What's new

Recent work, newest first. Dates are when the code landed, not when it was planned.

27 September 2026

  • Comp networks: Comp puts part of a comp inside one node you can dive into, Houdini-style. Double-click to go in, U to come out, Shift+C collapses a selection into one. Up to four inputs through CompInput, any depth, per-network names, and Comp1/Merge1.mix paths in expressions. Nothing is baked: it renders with the rest of the script at full GPU speed.
  • [[node:Kiln]]: - Final renders. Rect lights are real soft area lights. Scene geometry now blocks light, so smoke under a roof is in shadow. The AI denoiser (Open Image Denoise) is available. Coloured smoke tints what is behind it. - Multi-colour smoke. Give each emitter an emit_color and set scatter_by to dye, and colours mix like dye where the gases meet. The Colour smoke preset shows it. - Forest fog presets: Forest fog bank, Forest wisps and Forest floor fog. - Big shots. A domain too big for the graphics card is paged: only the gas is kept on the GPU, and the panel says GPU paged. 4K Final frames render in short passes, so they never trip the Windows GPU watchdog. - Recovery. Forged rebuilds the GPU device after a driver reset (for example when other applications fill the card) and goes back to the GPU without a restart.
  • [[node:Fathom]] family: depth for any plate in the tracked scene's metres, plus FathomMerge, FathomPlace, FathomMatch and DepthConform to comp with it.
  • [[node:BS_VectorWarp]]: the refine pass ties or beats Nuke's SmartVector on our test shots.
  • [[node:WriteSmith]] shows what it will write before you press Render.
  • [[node:CameraShake]] — a 2D camera shake that is easy to use: pick a preset (Handheld, Walking, Running, Vehicle, Explosion hit, Earthquake), then turn intensity (pixels) and speed (wobbles a second). hits jolts the picture on the frames you list and rings down; hide_edges keeps the frame's edge from ever showing; motion blur is on. The viewer shows the shake's path in a small scope in the corner.

27 August 2026

  • [[node:BS_Disintegrate]] — mask-driven disintegration on one infection-time field: an organic front, an eroding body, Voronoi chunks, a real 2D dust sim, smoke, embers, heat shimmer, a hot rim, and a revealed background. Every stage is also its own layer.
  • [[node:BS_VectorWarp]] gained edge policy, untrackable spans, a round-trip error heatmap you can read before painting, per-pixel multi-reference blending with a winner view, the reference advisor, and the paint-keyframe morph.
  • [[node:SplineWarp]] — correspondence splines, matched by arc length, on the same moving-least-squares controls PinWarp uses.
  • [[node:Denoise]] gained a temporal stage: average the frames that agree, reject the ones that don't.
  • [[node:Paint]] gained erase and reveal brushes.
  • [[node:Tracker]] gained backward and single-frame tracking, and an existing track is now extended rather than replaced.
  • Graph: postage stamps (a node drawing its own picture, rendered off the UI thread) and a minimap.
  • Gizmos: File → Export Gizmo… writes a Group and its members as a shareable .gizmo.
  • Engine: a panicking kernel now aborts the render and names the node instead of hanging the application forever.

25 August 2026

  • Nuke parity: Transform motion blur, Defocus bokeh shapes (bladed, anamorphic, catadioptric), Text font + kerning, the ColorWheel generator, and LensDistort tangential + anamorphic terms.

Mid August 2026

  • The 3D build-out: lights, VDB volumes, relighting, SplitAOVs, the sequencer, Movie Render Queue support, and ParticleSystem3D.
  • Gaussian splats: SplatRead and SplatFx — including relighting a captured location, which no other compositor does.