v1.21.0

kevinraymond/fosforav1.21.0Jul 26, 2026by github-actions[bot]

AI Summary

Enables 3D model obstacles for collision effects and adds a live trail length control for particles. This allows for more complex interactions with meshes and greater flexibility in particle visualization.

Key Highlights

  • Added support for **3D model** obstacles (GLB/GLTF/PLY/SPLAT) for collision effects.
  • Added new **Drape** collision mode that reads model surface relief.
  • Added **Trail length** slider for particles, ranging from 0 to 32 points.
  • Added a 'Show model' underlay to visualize the shape water flows over.

New Features

  • 3D model obstacles
  • Drape collision mode
  • Trail length control

Full Release Notes


### Added
- **Obstacles can now be 3D models.** Any collision effect (Tide, Vessel, Cleave, …) can flow particles over a spinning 3D model — pick **Model** in the Obstacle panel and load a `.glb`/`.gltf` mesh or a `.ply`/`.splat` cloud. The new **Drape** collision mode reads the model's surface relief and sheets water down the form and into its hollows (eye sockets, recesses) instead of parting around a flat silhouette, with a **Show model** underlay to see the shape the water flows over.
- **Trail length is now a live control.** A **Trail length** slider in the Particles panel sets any effect's trails from 0 (off) up to 32 points at runtime — shorten it to read individual particle paths, or add trails to an effect that ships without them. Presets remember the setting.

## 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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