Sign text will now finally be shown on the sign. Over 60,000 glyphs are supported. A new pole sign can stand on the ground, hang from the ceiling or a wall.
There's also a spyglass item, and moon phases have been added.
Quick test render of clouds imported from https://visibleearth.nasa.gov/images/57747/blue-marble-clouds (I used the 21600x21600 png) as a heightmap with height 64, using the Cloud: white heavy material. Rendered from above in Avoyd Voxel Editor.
Useful for creating skies for renders, image use policy on their site is 'freely available for re-publication or re-use, including commercial purposes'.
Playing with the water transparency revealed a bug in the CPU rendering of surfaces inside transparent materials.
Fixed in #Avoyd beta 0.21.0.871 https://www.enkisoftware.com/products
Thanks everyone for your feedback. Most answers congregated around an Absorption Length = 8 so we'll change the default Minecraft water and flowing_water to that in the next full release of Avoyd.
For any game devs or voxel software devs out there, what particular reasons are there for often opting for larger cubes for voxels?
My rough understanding (as I've found it tricky to find more accessible technical info on voxels), is that they don't necessarily even have to be cubes at all.
Setting that aside though, I'm mainly interested in the scaling question, as I know smaller cubes can & have been used occasionally.
Took a break from improvements to the GPU path tracer to test making a stylized volcanic eruption using the Minecraft map the Continent of Lisrina by Dannypan.
Somehow I only just learned of Vengi Voxel Editor, which while still pretty new is also fairly comparable to MagicaVoxel, and with the bonus of being open source.
I was testing some changes to progress dialogues, and needed to check the 'load image as heightmap' in Avoyd Voxel Editor on a new PC, but lacked images except some renders I'd made.
Turns out the render of a Minecraft map makes a fairly pretty test, if a bit spikey.
"The goal of the project is to develop an efficient #algorithm for compressing voxel models. As an input format, an unsorted list of 3D integer coordinates and attribute data is used. Multiple methods for encoding geometry data including Cuboid Extraction (CE), Sparse #Voxel#Octrees (SVOs) with Space-Filling Curves, and Run-Length Encoding (RLE) are explained and then compared in terms of complexity, #compression ratio, and real life performance."
A game for Minetest in which you have stranded on the planet Hades. Use your limited supplies to survive and use terraforming to create a beautiful habitable place. (EARLY TEST VERSION)
Hades_Revisited Version 0.15.4 (codeberg.org)
A game for Minetest in which you have stranded on the planet Hades. Use your limited supplies to survive and use terraforming to create a beautiful habitable place. (EARLY TEST VERSION)