juulcat, to Minecraft
@juulcat@mastodon.gamedev.place avatar

voxel renderer is out with Bloom and AgX Tonemapping.

I was surprised at how much nicer renders can be with some bloom. Comparison images and Avoyd download: https://www.enkisoftware.com/t/6208018276417536

dougbinks, to random
@dougbinks@mastodon.gamedev.place avatar

Avoyd Voxel Editor Bloom progress...

dougbinks, to Minecraft
@dougbinks@mastodon.gamedev.place avatar
dougbinks,
@dougbinks@mastodon.gamedev.place avatar
dougbinks,
@dougbinks@mastodon.gamedev.place avatar

Currently my implementation, like @benjamin's applies the saturation to the input of the Look function (which is a ASC CDL transform).

I think it should be applied to the output, as otherwise the slope/offset/power do not effect the image.

juulcat, to gamedev
@juulcat@mastodon.gamedev.place avatar

Avoyd 0.22 beta adds a 3D Viewport to the Voxel Editor. This makes it easier to frame renders.
https://www.enkisoftware.com/p/6255644826927104

dougbinks, to Minecraft
@dougbinks@mastodon.gamedev.place avatar

The aurora (from the Yorkshire Dales) transplanted above Drehmal Minecraft map in Avoyd Voxel Editor.

dougbinks,
@dougbinks@mastodon.gamedev.place avatar

This was made by importing an image as heightmap with quantized colour in Avoyd to make a 1 height colour layer from the image, then exporting the materials so I could search/replace the material parameters to make them all transparent emissives. Then I pasted the aurora above the imported MC map.

I might try blurring the aurora image later so that the quantization on import to voxels causes less noise.

juulcat, to random
@juulcat@mastodon.gamedev.place avatar
juulcat,
@juulcat@mastodon.gamedev.place avatar
juulcat, to random
@juulcat@mastodon.gamedev.place avatar

Spaceship with trails
Avoyd 0.22 beta fixes the colour of transparent materials in renders
https://www.enkisoftware.com/products
#Avoyd #Render #Voxel #VoxelArt #Spaceship

Wuzzy, to Game
@Wuzzy@cyberplace.social avatar

3.15.1 is here!

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.

▶️ Release notes: https://forum.minetest.net/viewtopic.php?p=435725#p435725
▶️ ContentDB page: https://content.minetest.net/packages/Wuzzy/repixture/

juulcat, to random
@juulcat@mastodon.gamedev.place avatar

Our voxel GPU renderer is out (paid) and we published more GPU vs CPU path tracing data
https://www.patreon.com/posts/avoyd-0-21-1-103570270

dougbinks, (edited ) to random
@dougbinks@mastodon.gamedev.place avatar
MouseByTheSea,
@MouseByTheSea@mastodon.gamedev.place avatar

@dougbinks Great results and excellent work.

dougbinks, to random
@dougbinks@mastodon.gamedev.place avatar

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'.

dougbinks,
@dougbinks@mastodon.gamedev.place avatar

Slightly different render with less atmosphere.

dougbinks,
@dougbinks@mastodon.gamedev.place avatar

Avoyd Voxel Editor render of Minecraft map Lisrina by Dannypan plus the NASA cloud layer.

I have added some smoke to the volcano caldera and surrounding area.

juulcat, to Minecraft
@juulcat@mastodon.gamedev.place avatar
juulcat,
@juulcat@mastodon.gamedev.place avatar

Playing with the water transparency revealed a bug in the CPU rendering of surfaces inside transparent materials.
Fixed in beta 0.21.0.871 https://www.enkisoftware.com/products

juulcat,
@juulcat@mastodon.gamedev.place avatar

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.

Note that you can always adjust the water transparency yourself, instructions in the FAQ: https://www.avoyd.com/faq.html#transparency

Mek101, to rust Italian
@Mek101@fosstodon.org avatar

Blazingly Fast Greedy Mesher - Voxel Engine Optimization
https://youtu.be/qnGoGq7DWMc

juulcat, to graphics
@juulcat@mastodon.gamedev.place avatar

We've released a beta of Avoyd which improves GPU rendering performance using wavefront path tracing.

On our AMD 7900 XTX (many thanks to AMD for providing system to test on) we get up to 2x performance improvements.

Download Avoyd 0.21.0.856 Beta: https://www.enkisoftware.com/products

juulcat,
@juulcat@mastodon.gamedev.place avatar

We published 3 betas of Avoyd today, making rendering even faster.
Also fixed importing clouds from .vox (MagicaVoxel)

#VoxelEditor #Voxel

juulcat,
@juulcat@mastodon.gamedev.place avatar

0.21.0.868 BETA

  • improves the GPU rendering speed
  • fixes the albedo and normals output
  • improves the render UI (wip)
  • fixes .vox cloud materials import

https://www.enkisoftware.com/products

gmr_leon, to gamedev
@gmr_leon@mstdn.social avatar

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.

beeoproblem,
@beeoproblem@mastodon.gamedev.place avatar

@gmr_leon
Short answer: bigger voxels = fewer voxels = faster

I've been doing some octree terrain stuff (so voxel adjacent) and been trying to strike a balance between fidelity and speed.

Representing a 10x10x10 volume with voxels 1 unit big takes 1000 voxels. Halve the size of the voxels and you now need 8000 voxels. Halve it again and you need 64000.

There are ways to do things more efficiently but you increase the amount of work/data exponentially when using smaller voxels.

gmr_leon,
@gmr_leon@mstdn.social avatar

@beeoproblem Hmm, that's what I suspected may be a primary factor. It makes me even more curious how games like 3D Dot Game Heroes and Lego Worlds tackled this challenge.

Will have to try to run some searches for any sort of dev talks their teams may have given

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