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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)

ephtracy, to random
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ephtracy, to random
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SDF is referred to as the "Signed Distance Field". the work is mainly based on the prior R&D work from
@iquilezles, @mmalex, @sjb3d and @lritter, and I'm glad that I also developed some of my own techniques in this program.

ephtracy, to random
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Demo Version: a nondestructive SDF editor and renderer. https://ephtracy.github.io/index.html?page=magicacsg

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ephtracy,
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...There is no official tutorial or document for yet. Here is one tutorial video from wanthelucid: https://youtu.be/J-xHx28BMA4?si=VznYafkIBP92_Gax

ephtracy, to random
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let's update some teaser images on the front page (by Mikko, Metin, DrPix3lz, Denis)

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ephtracy,
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@metin finally I can replace my programmer arts:)

ephtracy, to random
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Rhombus profile will also be supported

ephtracy, to random
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note that unlike cylinder spline, you can use Boolean subtract and groove blend on this capped spline.

ephtracy, to random
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demo: capped cylinder sweep spline

video/mp4

ephtracy, to random
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w.i.p.

ephtracy, to random
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blending all the math-based SDF primitives in

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ephtracy, to random
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Demo: Looped Spline

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metin, to Animal
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Started a new MagicaCSG 3D scene. As usual, I'll keep you up to date of the progress again.

A coffee is always appreciated. ☕😉
https://ko-fi.com/metinseven

ephtracy,
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@metin didn’t expect that!

ephtracy,
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@metin everything looks normal and warm at first glance:)

ephtracy, to random
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capped spline

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ephtracy,
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@metin no, but it can be subtracted with blending

metin, to random
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@ephtracy Thanks for the boost, I'm honored. 😊 Feel free to share it elsewhere as well (such as on Twitter).

ephtracy,
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@metin sure:) last share has 89 likes by the way.

ephtracy, to random
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sliced version

ephtracy, to random
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looped sweep path

ephtracy, to random
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some awesome creations by w84death https://csg-world.p1x.in/#soviet-robot

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ephtracy, to random
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0.4.4 Beta: Discrete Sweep Spline https://patreon.com/posts/101481203

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