v1.28.0

cloudreve/cloudrevev1.28.0Jul 28, 2026by github-actions[bot]

AI Summary

Enabled 3D models to be used as particle sources, allowing them to be converted into pegboards, morph targets, or etched visuals within the application.

Key Highlights

  • 3D models can now be used as particle sources (.glb, .gltf, .ply, .splat).
  • New 'Model...' button in effects like Point Raster and Morph.
  • Models can be used as morph targets with blend controls.
  • Pose controls (Yaw, Pitch, Zoom, Ambient) for framing.

New Features

  • 3D Model particle source
  • Morph target support
  • Model pose controls

Full Release Notes


### Added
- **3D models are now a particle source.** Point Raster, Morph, Pegboard or Etch at a
  `.glb`/`.gltf` mesh or a `.ply`/`.splat` capture with the new **Model…** button, and it
  is re-made in that effect's medium — your own scan, as pegs or as scratched aluminium.
  Yaw, Pitch, Zoom and Ambient set how it is framed; meshes are shaded from their own
  surface normals, captures keep their captured colour. In Morph a model becomes a morph
  target you can blend to, via the new **Model** button in the target row. Models are
  saved and restored with presets, pose included.

### Fixed
- Swapping to a particle source that samples fewer points left the previous source's
  particles stranded on screen — pegs from an old model pose kept standing after a
  re-sample. The tail of the source buffer is now cleared, so they die as intended.

## Downloads

| Platform | File | Notes |
|----------|------|-------|
| **macOS** | `.dmg` | Universal binary (Apple Silicon + Intel) |
| **Linux x86_64** | `.tar.gz` | glibc 2.35+ (Ubuntu 22.04+, Debian 12+) |
| **Windows x64** | `.zip` | Windows 10+ |

## Getting started

**macOS**: Open the DMG, drag Fosfora.app to Applications (or run directly). Signed and notarized.

**Linux / Windows**: Extract, run `fosfora` from the extracted directory. The `assets/` folder must be next to the binary.

## Requirements

- **GPU**: Vulkan (Linux/Windows) or Metal (macOS)
- **Audio**: Built-in mic or line-in for audio-reactive visuals
- **NDI®** (optional): [NDI® SDK runtime](https://ndi.video) for network video output
- **Video playback** (optional): `ffmpeg` on PATH for media layers

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