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I. Blend Options

click the water drop button above Blend to show more blend options. (green in the screenshot)

(a) Chamfer/Fillet Blend Type (blue buttons besides Material A/B)

Chamfer: 45-degree edges

Fillet: rounded edges (default)

(b) Blend Softness

Define the softness of the color blending within the blended region.

(c) Blend Offset

Define the boundary of the color blending within the blended region.

(d) Blend Opacity

Define the weight to blend color in Replace Boolean Mode.

II. Misc

Interface changes for High Quality Taper (bottom of stroke panel) and Two-Sided Cone Modes (besides Rhombus button).

Some options (e.g. High Quality Taper) are saved into file now.

Bug fixes and performance improvement.

[Download Link]

https://drive.google.com/file/d/1w-mC0XMQ1SwinISTcRMfoAuiOP3O-BTd/view?usp=sharing

Comments

David Kozma

Sorry if this is a recurring question but when (if ever) do you plan to release a Mac version? A friend of mine is crazy about MCSG but can't actually use it yet.

Metin Seven

I'd really love that too, as I'm considering a return to macOS in the near future, and the non-availability of MagicaCSG is one of my biggest concerns. It should be easier now with the Windows to macOS conversion tool Apple recently introduced.

Vlad Butucariu

Amazing update as always! Would be great to have the option to add Typography and extrude it. This would increase again it's use cases exponentially. For ads, banners, web assets, logos, etc. And again, Batch Render Export with randomised variables it's the dream :) Having exported 100 images at once with slight variations is such a game changer for game assets. The variables could be color wise, blending, scale, and also visibility of components in that group. So if I make a car for example, to have variation of this car with different wheels when exported. GAME CHANGERRR! :)

Vlad Butucariu

To add on that, maybe a node based UI like blender has might help? As a separate panel in the export tab.