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Creating Game-Ready Meshes and Textures in One Procedural Graph
Creating game-ready visual effects often means switching between several programs to prepare meshes, textures, masks, and animation data. IlluGen by JangaFX brings these tasks into a single graph-based environment, where VFX artists can generate both 2D and 3D assets and see how they work together before importing them into a game engine.
Designed specifically for real-time VFX and technical artists, IlluGen focuses on asset generation rather than traditional image editing or shader creation.
Create 2D and 3D VFX Assets in a Single Graph
One of the most interesting aspects of IlluGen is how it combines mesh creation and texture generation. In a typical game VFX workflow, artists might create geometry in Houdini, prepare textures in Photoshop or Substance Designer, and use After Effects for additional visual elements.
IlluGen aims to bring these processes together through a unified graph-based workflow.
Consider a fiery sword swipe effect. To build it, you might need an arc-shaped 3D mesh, a gradient mask to soften its edges, and several animated noise textures to create the appearance of moving flames.
With IlluGen, these elements can be created within the same graph. You can work on the mesh, generate its supporting textures, and preview how the assets interact without constantly moving between different programs.
This approach is particularly relevant for effects that depend on a close relationship between geometry and texture data.

Key Features of IlluGen
IlluGen provides a range of asset-generation capabilities tailored to real-time visual effects.
Procedural Noise and Texture Generation
Noise textures play an important role in creating movement, distortion, and variation in game effects.
IlluGen supports the creation of tiling noise, channel-packed noises, gradient masks, and color gradients. Artists can also generate UV distortions and flowmaps for effects that require directional movement or texture distortion.
These assets can form the foundation of stylized flames, energy effects, shockwaves, and other real-time VFX elements.
VFX-Specific Mesh Creation
IlluGen is not limited to flat textures. It also supports generating 3D meshes specifically for visual effects.
This includes pivot-baked meshes and geometry designed to work alongside procedural texture assets.
Because mesh and texture generation share the same graph, artists can develop related assets together rather than treating them as separate tasks.
Flipbooks and Channel-Packed Assets
IlluGen supports custom RGBA-packed flipbooks, channel-packed textures, and custom texture atlases.
Channel packing allows different types of texture information to be stored in separate color channels. This is particularly relevant when preparing multiple masks or noise patterns for use in game VFX.
The software also supports mesh flipbooks and vertex animated textures (VAT), extending its asset-generation capabilities beyond conventional 2D images.

Supported Export Data Types
IlluGen can generate and export several types of assets used in real-time VFX pipelines.
| Asset Type | Description |
|---|---|
| 2D Textures | Square and non-square textures |
| Flipbooks | Texture-based animation sequences |
| Custom Packed Atlases | Multiple texture elements arranged into atlases |
| 3D Meshes | Geometry for visual effects |
| VAT | Vertex Animated Textures |
| Pivot Baked Meshes | Meshes containing baked pivot information |
| Mesh Flipbooks | Mesh-based animation assets |
| Flowmaps | Textures containing directional flow information |
| UV Distortions | Assets for manipulating texture coordinates |
This variety of outputs makes IlluGen suitable for workflows that require several connected asset types rather than a single finished texture.
How IlluGen Fits into Game VFX Production
Although IlluGen's interface resembles a shader editor, its primary purpose is different. The software is designed to generate assets that artists can use in real-time effects, rather than serve as a conventional shader-authoring environment.
For game VFX artists, this distinction matters. A visual effect often requires more than one asset, and those assets need to work together.
IlluGen provides a shared environment for preparing those components and previewing their interaction before bringing them into a game project.
Its capabilities are relevant to several types of effects, including:
Stylized combat effects: Creating sword-swipe meshes, gradient masks, and supporting noise textures.
Energy and beam effects: Generating beam textures, masks, and UV distortion assets.
Shockwaves: Preparing shockwave textures and supporting visual elements.
Animated effects: Generating flipbooks, mesh flipbooks, and vertex animation data.
IlluGen is also designed to complement other JangaFX tools, including EmberGen and LiquiGen, as part of a broader VFX asset-creation workflow.
A Unified Approach to Real-Time VFX Asset Creation
IlluGen's main strength is its focus on bringing different types of VFX assets into one procedural environment. Rather than separating geometry, masks, noise textures, and animation data across multiple applications, artists can develop them together and evaluate their relationships within a single graph.
For technical artists and game VFX creators who work with combinations of 2D and 3D assets, this provides a more connected approach to building the individual components of real-time visual effects.
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