IlluGen 2.0: More Particles, Fewer Detours

IlluGen 2.0 adds GPU particles, fracture, pivot animation textures and Niagara exports. Here is the technical detail, including the 2.0.1 follow-up.
A glowing spiral of golden, orange, and red light particles swirls against a deep black background, forming a luminous vortex with a bright white center. The sweeping arcs and scattered points of light create a dynamic, abstract particle effect with a vivid, radiant finish.

For those who don’t know the tool: IlluGen is JangaFX’s standalone node-based authoring application for real-time VFX assets. It builds textures and geometry together: noises, masks, flowmaps, flipbooks, meshes and baked animation. Think of the ingredients for a game effect, with fewer trips between applications to fetch one missing ingredient.

The original IlluGen release brought 2D and 3D asset preparation into one graph. Version 2.0 gives that graph GPU particles, fracture tools and more ways to turn motion into something a game engine can consume. The current build is already 2.0.1, so the celebratory “2.0” comes with a small, useful decimal attached.

Particles become the brush

Start with Particle: System, use its glowing setup control and press Play. The GPU simulation operates in 2D or 3D, turning particles into texture-authoring inputs as well as animated objects. Scale, lifetime, colour, forces, interactions, masks and modulation shape the result, while events can drive changes to the particle system. Soft Relax separates overlaps, collisions bounce particles and Boids adds flocking. Those interactions can arrange non-overlapping elements for tileable textures. Trails and ribbons turn particle paths into editable geometry or textures; accumulation builds an image over time. The practical attraction is combining motion, shape and texture design without transferring half-finished assets between applications.

A translucent pale-lavender sphere fills the frame against a black background, its surface threaded with intricate blue, fernlike branching patterns. The glossy, ethereal rendering gives the image a scientific, particle-based visual feel.

Particle: System orders Spawn, Forces, Interact and Modulation, integrating physics before Interact. Emission supports bursts, rates and point inputs. Force types include uniform, point, line, curl noise, UV texture, torus and local space; rotation and mesh attraction have separate modules. Point Colliders uses spheres, not mesh surfaces. Two-dimensional image collisions threshold greyscale textures. Lifetime/speed modulation, velocity alignment, event masks and atlas indexing control appearance. Sprite rendering supports sorting and accumulation; Render Motion converts velocity/spin into UVs.

An abstract, torus-like 3D form curves across a black background, its glossy outer shell rendered in deep blue while the inner surface glows with dense orange and violet textures. The composition is centered and dramatic, with bright highlights tracing the smooth rim against the dark void.

Break something, then decide how it travels

Geometry nodes now show their results directly in the graph, so inspecting a chain no longer means guessing which intermediate shape you have built. Booleans combine shapes, Revolve spins a spline around an axis, and Fracture cuts a mesh around input points as solid pieces or surface shells. Each piece has its own pivot; particles can drive the pieces of any mesh with multiple pivots individually. Pivot animation textures, PAT, store rigid-piece movement and rotation rather than tracking every vertex as VAT does. For rigid pieces, JangaFX describes this as a lighter representation of the same motion, without giving a numerical memory reduction in the presentation. A flying brick need not have every vertex submit its own travel expenses.

A dense square field of tiny metallic-ring circles in gray, gold, and white fills the frame, creating a tightly packed abstract mosaic. The repeating pattern sits against a black border, with no single focal point and a cool, textured, particle-like look.

Weighted Voronoi fracture provides IDs, pivots, interior/surface masks and recentering; solid cuts require closed meshes. Extrude controls thickness and retained front, back and wall geometry, with masks for the extruded parts. Geometry atlases stack individually addressable meshes or frame snapshots, adding variation when geometry is copied to points, much as image atlases provide different greyscale shapes. Extract Pivots, Animate Pivots and PAT Encode/Decode connect rigid pieces to particles. Attribute transfer, velocity extraction, relaxed scattering and bounds/volume sampling extend point workflows.

A dense cluster of yellow, white, and blue particle-like strokes forms an abstract curved shape against a deep navy background. Tiny scattered dots trail around it, creating a sparse, digital composition with a clean, minimalist feel.

The flow has acquired some physics

UV Flow now uses multigrid pressure, MacCormack advection, multiscale vorticity and selectable wrapping/blocking boundaries; moving-collider velocities drive flow. Injector masks apply directional/radial/rotational forces with inherited motion and substeps. Advect offers Euler, RK2/RK4 and MacCormack. Angle-weighted normals, transformed tangents and Merge’s preserved shading can alter older results.

A stylized aerial landscape shows dark, jagged mountains surrounding a winding blue river or fjord, with pale rocky shorelines tracing the water’s edge. A bright reflection glows near the center, and the scene’s cool blues and deep shadows create a cinematic, rendered look.

The rewritten UV Flow supports flowmap creation, less uniform sprite motion, fluid ripples and vortices. UV Injector uses a shape as a force brush, while extracted particle velocities can drive UV flow. Cache/Recall takes a downstream result back upstream for feedback, including progressive decay in flipbooks. UV chaos controls gain common noise settings for finer adjustment. Edge Rounding curves the corners of greyscale shapes and can be combined with Slope Blur for stylisation; UV Transform adds animatable position offsets. These connections are the useful part: motion can drive an image, an image can influence motion, and the graph keeps the relationship editable.

A blue particle-based 3D surface is shown against a black background, split by a dark vertical plane into two angled sections. Fine speckled points create a textured, luminous grid-like plane, with faint guide lines and a small multicolor particle icon floating to the left, giving the scene a technical, simulation-like feel.

The reworked camera system offers a freely positioned camera and an orbit camera that behaves as a look-at setup; render nodes use those cameras too. Viewport gizmos show the cameras and their projection, including orthographic cameras. Selecting the viewport export node previews the actual output region. The 3D viewport can also be exported to a texture, either to add details to an existing render or to start another image-processing graph. The camera gets a visible job description, which is more than some production meetings manage.

A dense circular cluster of small purple and white dots floats on a black background, forming an abstract particle pattern. The evenly spaced points create a softly textured sphere-like shape with a high-contrast, minimalist digital look.

Island processing gains distance and edge operations. Right-clicking a colour-gradient curve exposes export options, including CSV for carrying the gradient into a game engine and reproducing its colour progression there. Presets are organised into categories, with new examples for dissecting the added workflows. The release demonstration combines these tools in a finished effect, making the relationship between particle simulation, geometry, flow and exported assets easier to inspect than a list of isolated nodes.

A dense field of small blue, teal, and white particles fills the lower half of the image, while a bright multicolored plume rises above a dark background. The composition suggests a particle simulation or abstract visualization, with layered clusters creating depth and motion.

Exports need a receiving end

IlluGen’s established asset outputs cover square and non-square textures, custom atlases, flipbooks, meshes, VAT, pivot-baked meshes, mesh flipbooks, flowmaps and UV distortions. A sword swipe, for example, needs its mesh, edge mask and animated noise to work together. Authoring those ingredients in one graph makes their interaction easier to judge before rebuilding the effect in the game.

The new Niagara exporter writes .hjson/.hbjson particle caches. Grid-spawned particles also act as probes for a vector field: inspect the forces and parameters in that grid, adjust them and export the sampled velocities as FGA. PAT and vector fields can be taken to other engines with appropriate import and playback setups. A point cache describes recorded particle behaviour; a vector field supplies directions and magnitudes; a baked animation texture needs a compatible playback material. Choose according to what the runtime effect actually needs rather than selecting whichever exporter sounds most reassuring.

A dark node-based 3D workflow interface shows a ‘Renderer’ node connected to a ‘3D Viewport to Texture’ node, with a small preview of a blue granular surface and a pale yellow object floating above it. Thin connector lines, compact labels, and a muted charcoal background create a technical, minimalist look.

SideFX’s Houdini Niagara plug-in provides the Unreal Engine cache route. It reads .hjson as text JSON and .hbjson as binary JSON, with the latter recommended for smaller files and faster imports. Both Niagara and Houdini Niagara must be enabled, and the plug-in build must match the engine. Its data interface exposes point attributes such as position, velocity, colour, orientation and lifetime; animated position playback requires IDs and time. Despite support for files over 2 GB, Niagara’s 32-bit indexing still limits the combined point/frame/attribute data. SideFX recommends splitting oversized caches. Export is the first half of a handoff. Playback is where the recipient gets a vote.

A dark-mode gallery of preset category thumbnails in a particle effects editor, arranged in a tight grid of small preview tiles. The collection includes glowing sparks, smoke-like swirls, wireframe and textured objects, with a left sidebar and top navigation framing the interface in muted charcoal and vivid neon accents.

The useful decimal: 2.0.1

The current 2.0.1 build arrived on 16 October. Force types now compile smaller shaders separately; unused options stop producing redundant variants, and wiring Multi Blend or Multi Switch inputs no longer triggers compilation. Curl Noise uses analytic gradients and four times fewer noise samples per particle. That is a sampling change, not a promise of four-times-faster scenes. The build adds shader progress reporting, Mac/Linux update notices and a launch-failure fix.

Windows requires Windows 10 or 11, a quad-core Intel/AMD CPU at 2.5 GHz or faster, 8 GB RAM and a GTX 1060 or RX 580 baseline. Linux lists RHEL 9 or later with the same CPU, RAM and GPU baseline. The macOS ARM64 build needs Apple Silicon and 16 GB RAM; Sequoia and Tahoe are listed. Check these IlluGen-specific requirements rather than borrowing another JangaFX application’s platform list.

An abstract particle rendering forms a glowing, oval-shaped swirl of red, orange, and yellow strokes against a deep black background. The dense layered lines create a sense of motion and volume, with brighter edges framing the warm central form.

Licences, trials and that maintenance checkbox

Current Indie node-locked pricing is US$300 for a permanent licence with 12 months of updates, followed by optional US$180 annual maintenance. Rent-to-own costs US$20 monthly and becomes permanent after 18 consecutive payments. Studio node-locked costs US$1,600 initially and US$1,280 for annual maintenance, or US$160 monthly with permanence after 12 consecutive payments. Studio floating lists US$2,667 initially, US$2,133 maintenance and a three-licence minimum. All prices exclude taxes.

Indie is below US$1 million; Studio covers US$1 million–100 million, and Enterprise uses custom terms above that. Revenue, project budget or funding determines eligibility, whichever is greater. Maintenance auto-renewal is enabled by default on permanent purchases, with an opt-out at checkout. The 30-day trial starts at first export, requires no card and includes unlimited exports, all features and more than 50 preset projects.

For production adoption, compare existing graphs’ shading and validate the actual cache, PAT or texture playback in your target engine. The general documentation is still being completed, and the complete release record carries the finer node changes, UI improvements and fixes. More of the effect can now live in one graph. The final check still belongs in the game.

ProductIlluGen 2.0; current downloadable build 2.0.1
DeveloperJangaFX
Release dates2.0 roadmap release: 14 October 2026; 2.0.1: 16 October 2026
PlatformsWindows x86-64, Linux x86-64 and Apple Silicon macOS
Indie permanentUS$300 including 12 months of updates; optional maintenance US$180 annually
Indie rent-to-ownUS$20/month; permanent after 18 consecutive payments
Studio node-locked permanentUS$1,600 including 12 months of updates; optional maintenance US$1,280 annually
Trial30 days from first export; full features and unlimited exports; no card required
TaxPrices exclude taxes
Official pageJangaFX IlluGen