considering a voxel lighting algorithm that lights each voxel a uniform amount based on a calculated normal instead of using the cubic faces of each voxel.
Got a proof of concept working but now need better demo assets. Anyone have pixel-art quality voxel assets for me to try?
@gdechichi Looked through them and didn’t find something of the resolution and quality level I need. Basically I need medium sized sculpts with little-to-no 1 voxel wide details
@StarvingFoxStd Both are precomputed so they’re the same at runtime. Definitely more expensive to pre-compute this than default because the default is just instanced cubes with the same normal information
@LincolnMargison If using hard edges the problem becomes “how do you tile the area without discontinuities or gaps” - cubes solve that nicely. Seems like Comanche solved it by oversizing the voxel squares?
@LincolnMargison Starts to resemble Gaussian splatting how you’re describing it. Probably could would but loses the pixel art charm that most people love the medium for
@crytr_ You’re right this has a flaw with 1 voxel-thick elements. Since the voxel is just one value and represents two opposite facing directions then it’s undefined what it should do. I have a few solutions in my head but haven’t fully tried them yet
@timsoret Nice I was wondering if you were doing something like that. I’ve seen a. Few people independently arrive at similar solutions but it’s a shame the voxel editors themselves don’t support this as a standard rendering mode