What's coming

The roadmap, ranked

What we intend to build next, in order. No dates: pre-1.0 Lux ships a thing when it draws its first honest pixel, and the devlog announces it the same day.

01

GPU particles and affectors

Mesh, volume, spline and trail emitters. Turbulence, vortex, curl noise and flocking forces. Trails, metaballs and volume render modes. Millions of particles, all resident on the GPU. The single biggest bet on the board.

Where it stands: Particles, Finally
Up next
02

3D SDF and procedural modeling

A full 3D SDF graph: fractals, Voronoi, CSG with clone, mirror and repeat, displacement. Mesh it with marching cubes or raymarch the volume directly. Today SDF lives in 2D; this is its third dimension.

Where it stands: SDFs Without Writing Shaders
Up next
03

The fidelity dial

One dial that swaps the renderer between Standard, Hybrid, Smart Tracer and Path Tracer with identical materials. Most of the pieces already live inside the GI orchestrator; the dial turns them from a config into a choice.

Planned
04

Screen-space effects, finished

Screen-space reflections, horizon and ray AO, and screen-space motion blur exist as pin surfaces today. They will draw pixels or they will leave; Lux does not keep nodes that do nothing.

Planned
05

Fields, fluids and simulation

Grid fluids, FLIP and MPM, smoke and fire, cloth, ropes, reaction-diffusion, rigid bodies. The generative-VFX identity, absent on purpose while the substrate hardens underneath it.

Planned
06

Cloners and effectors

Cloner, mesh cloner and volume cloner driven by plain, random, sine, target and turbulence effectors. The spread system was built for exactly this shape of work.

Where it stands: Spreads: The Core of Lux
Planned
07

Splines and 3D text

Spline, extrude, revolve, sweep and follow, plus real 3D text. Motion-graphics bread and butter, currently missing from the pantry.

Planned
08

More deformers

Twist3D ships today. Bend, taper and noise displacement join it, all running on the GPU skinning path.

Planned
10

Audio and I/O

Sound FFT, BPM detection, NDI, Spout, Syphon, MIDI, OSC, DMX and timecode. Deferred on purpose: visuals, performance and the artist's hands come first. The holes have known shapes and they will be filled.

Deferred by design