New builds are up and can be downloaded at:
Getting started at:
http://armory3d.org/manual/getting_started/setup.html
Build 12 is now out! Armory has been upgraded from top to bottom using all the feedback to reach the ultimate goal - make it production ready. While there are still ways to go, this is the final build with major overhauls - which means more power can be dedicated to produce high quality documentation and stable builds now.
Changelog:
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Note: Back-up your projects to keep safe! You may need to re-apply some of the settings after loading projects in Build 12.
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All examples have been updated for Build 12, now spotting 67 .blends! Releases · armory3d/armory_examples · GitHub
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Major UI overhaul - the long planned UI finalization is finally in. You should be able to easily get up to speed with the fresh stuff by scouting around a bit in the Blender Properties panel. I will continue to tweak and fix potential issues till everything runs smooth - please report anything which causes you trouble.
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Engine-less interface - notice there is no more ‘Armory Engine’ in the engines drop-down list. This is to support both Cycles and Eevee simultaneously in the upcoming Blender 2.8 release, and also to prevent bugs by keeping the add-on integration simpler.
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Exporter presets - you can now create several presets based on your target platforms. You can set a unique render-path for each preset - this way you can easily export to both desktop and mobile without changing rendering settings all the time.
- Render-path presets - easily create multiple renderer configurations.
- Reworked render capture support, now meant to work out of the box using a single button press. Capture format is now configurable. (Animation capture not yet finished).
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New doc on creating custom logic nodes.
http://armory3d.org/manual/dev/logicnodes.html -
New example - bowling mini-game - using multiple blends for assets, linked groups, UI, scene switches.
armory_examples/game_bowling at master · armory3d/armory_examples · GitHub
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New example - experimental support for ies lamp profiles.
https://github.com/armory3d/armory_examples/tree/master/lamp_ies
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New example - applying impulses and breaking objects using logic nodes.
https://github.com/armory3d/armory_examples/tree/master/logic_breakobject -
New example - using the new discard flag for transparent materials.
https://github.com/armory3d/armory_examples/tree/master/material_discard
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New example - rendering shadeless materials.
armory_examples/material_shadeless at master · armory3d/armory_examples · GitHub
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New example - testing deferred+ rendering path - this is being developed for renderer speedup down the road, especially when handling large variety of materials.
https://github.com/armory3d/armory_examples/tree/master/renderpath_deferredplus -
New example - scene 5 tutorial scene using scripts.
https://github.com/armory3d/armory_examples/tree/master/scene5_script -
New example - scene 5 with networked multiplayer.
https://github.com/armory3d/armory_examples/tree/master/scene5_networking
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New example - using linked groups to split assets into multiple blends.
armory_examples/script_linkedgroup at master · armory3d/armory_examples · GitHub -
New example - exposing and editing script properties straight in Blender.
armory_examples/script_properties at master · armory3d/armory_examples · GitHub
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New example - working with object transform using code.
armory_examples/script_transform at master · armory3d/armory_examples · GitHub -
New example - tween animation using code.
https://github.com/armory3d/armory_examples/tree/master/script_tween -
New example - playing sounds.
armory_examples/sound at master · armory3d/armory_examples · GitHub -
New example - saving/loading data into/from persistent storage.
https://github.com/armory3d/armory_examples/tree/master/storage -
New logic nodes added - Write Storage / Read Storage for accessing persistent storage. Check the example above.
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New example - teapots scene using the latest Voxel-based global illumination system. (Note: still plenty of light leeking and stabilization to work on - further improvements planned by implementing anisotropic voxels.)
https://github.com/armory3d/armory_examples/tree/master/voxelgi_teapots
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New example - ocean modifier basics.
https://github.com/armory3d/armory_examples/tree/master/ocean
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New example - beginnings of particle system integration.
https://github.com/armory3d/armory_examples/tree/master/particles
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New example - refraction using Voxel GI.
https://github.com/armory3d/armory_calibrarion/tree/master/refraction
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API docs refreshed - http://armory3d.org/manual/api/.
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New open tool - sdfgen - Stand-alone GPU-based signed distance field generator from 3D triangle meshes.
GitHub - armory3d/sdfgen: GPU-based SDF generator -
New open tool (wip) - voxelgen - Stand-alone GPU-based triangle mesh voxelizer with light injection. Useful when precomputing data for voxel-based global illumination.
GitHub - armory3d/voxelgen: GPU-based triangle mesh voxelizer with light injection -
New scene (VXGI) - Build 12 cover, uses IES lamp profile and Voxel GI.
https://github.com/armory3d/armory_covers/tree/master/p12
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New scene (VXGI) - Empty room template.
https://github.com/armory3d/archviz_templates/tree/master/room_rendercapture
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New scene (VXGI) - Emission test.
https://github.com/armory3d/archviz_templates/tree/master/bedroom
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New scene (VXGI) - Exterior test.
https://github.com/armory3d/archviz_templates/tree/master/exterior
- Improved debug console - now showing scene hierarchy in a tree. More updates in the works.
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Experimental logic node patching - logic nodes can now be modified at runtime (note: will get faster eventually).
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Logic node compilation fixes.
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Improved shadow-mapping.
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Improved Voxel GI - refraction, shadows, variable scene voxelization, improved emission. New Voxel AO mode available - will be a faster alternative compared to full Voxel GI to utilize voxels for ambient occlusion (right now it will run only slightly faster as memory usage has not yet been adjusted).
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Mapping material node basics - scaling and translating UV coords is now possible.
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Default camera - Armory will now play even when no camera is present in the scene, spawning a default one at viewport location. This is useful for quick testing of single objects.
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Fixed DCE - exporting HTML5 projects with dead-code-elimination should now work with no issues.
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Added Armory Project - Window mode option. Experimental support for fullscreen mode (Windows/Linux only for now).
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Xbox support using UWP.
http://armory3d.org/manual/platforms/xbox.html
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Docs on exporting stand-alone binaries (to be updated).
http://armory3d.org/manual/platforms/windows.html
http://armory3d.org/manual/platforms/linux.html
http://armory3d.org/manual/platforms/macos.html -
Two sided shading - useful for rendering foliage. Enable in Properties - Material - Two Sided.
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Principled BSDF support - basics are in. Sheen, clear-coat and anisotropy support to be done.
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Updated Armory PBR node - as the time goes new material parameters will be appended to the bottom.
- ArmorUI updates - now with basic anchoring, improved asset management, image buttons… Check out the bowling mini-game example. Proper documentation on ArmorUI is planned.
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Fixes for temporal anti-aliasing - no more ghosting for the background environment map.
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Fixed viewport camera align - playing the scene in viewport with tool shelf and properties panels hidden, the Blender & Armory viewports should now match up exactly!
In progress:
- Using singed distance fields in Armory for ambient occlusion and soft shadows (Note: few people noticed ‘DFGI’ commits on GitHub - this is indeed an experiment to utilize distance fields for global illumination, I am not yet sure how usable this could get! ).
- Eevee integration - create your scenes in modern viewport, use Armory to build logic and export anywhere.
- Vegetation module - system for rendering and handling foliage efficiently.
- Adding functionality to bake material nodes down to a single texture set.
Next up:
We will be updating docs and fixing all the issues of Build 12 to build a solid ground moving forward. Thank you for continued support - more Armory announcements to come in upcoming week!