@ dougbinks fixed an issue with the .vox importer: make sure you download the beta if you're using multiple models in #MagicaVoxel and some of them are flipped.
Decreased the atmosphere amount and didn't include atmosphere volumetric shadows.
The #spaceship metallic reflections show well with these settings. #Avoyd#Voxel#Render
Part of the Greenfield Minecraft map rendered in IOLITE. Conversion to the VOX file format via Avoyd's voxel editor.
Post effect parameters: AgX with some slight ASC-CDL-based grading plus increased saturation (applied after the display transform), depth of field, and volumetric height fog.
Avoyd logo modelled and rendered in #Avoyd#Voxel#Editor using a minimum number of 'morphing voxels'.
The isometric image is taken at a 45deg angle from the voxel grid, & the 'cube' is made up of four 5x5x5 voxel wedge shapes.
I designed the morphing voxel approach for the first iteration of Avoyd back in 1999 when marching cubes was still patented. Each voxel has a material amount & is rendered as a distorted hexahedron with volume a function of amount except when constrained by neighbours.
@bwrensch I've updated the beta, and there's a hidden option for the .vox exporter in in the Documents/Avoyd/user.cfg config file. This is a text json file and if you search for ConstrainToMagicaVoxelSizeLimitations you can set it to false.
Currently this will produce garbage output if the file size would end up over 4GB, as the ogt_vox.h library I use uses a 32bit buffer size - but I'll fix that later.
@bwrensch Found the bug with your file's help, and have updated the Beta. Many thanks!
Note that the file you sent has some stray chunks so the AABB is pretty huge (Menu > View > World Properties). It exports to .vox and re-imports fine now with #Avoyd but you have to search a bit to find the main land!
Part of "Hohenzollern Castle and Kingdom" rendered in IOLITE. Realtime GI is set to two bounces for diffuse. Specular uses a mixture of skylight occlusion plus screenspace information. Performs better than expected on my laptop, given that the chunks are huge and the BVH is basically bypassed.
All made possible by @juulcat and @dougbinks and all their hard work put into importing Minecraft maps in Avoyd and the recent option of exporting to MV's VOX files.
@bwrensch@juulcat That should be possible to do, I'll have a think about the UI. You could also use our open source #enkiMI (enkisoftware #Minecraft Importer) directly, though we have added alot material handling in #Avoyd on top of that.