I'm a novice artist who has dabbled in a few mediums but I mostly like to work with lil squares and cubes, but I'm looking forward to branching out and sharing my journey here!
Here's some of my previous stuff (all created with the Conquest reforged minecraft mod + shaders) #minecraft#voxel
Exposed the current snapshot of the audio frequency spectrum to the scripting interface and created a small sample as a showcase (sound on!).
The 50 available frequency bins are randomly assigned to 25^2 cubes, and the y-positions are modulated according to the respective amplitudes. Frequencies and amplitudes are log-spaced.
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.
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.