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ephtracy

@ephtracy@mastodon.gamedev.place

Computer Graphics :: Author of Software : #MagicaVoxel, #Aerialod, #MagicaCSG

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ephtracy, to random
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w.i.p. rewrote a large part of the backend codes to support that.

ephtracy,
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@metin need to redesign workflow for operations on hierarchies.

ephtracy,
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@sjb3d yes, I managed to find a way to cull the trees (currently two-level). it’s still very limited though. Compound sdfs definitely have artifacts (especially the interior region). but users may still prefer at least having some ways to localize the boolean operations.

dougbinks, (edited ) to random
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I recently did some work on improving the import/export of emissive materials in Avoyd to/from @ephtracy's .vox format and whilst doing so saw this interesting pattern during rendering.

I've not tried to reverse engineer the MagicaVoxel rendering (Avoyd uses standard unidirectional path tracing), but this has me intrigued as to the algorithm and whether it's been written about anywhere.

Note: voxel emission increases by a factor of 10 each voxel from top (darkest) to bottom (brightest).

ephtracy,
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@dougbinks the built-in renderer was mainly developed for opengl 3.3 (to be compatible on macos back in 2017). therefore, I have to do some tricks to reduce the workload on the shader side. but it's still an unbiased path tracer (the rendered image will converge with sufficient samples)

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