juliette#enki - Wed, 17 May 2023, 14:38 UTC edited Wed, 17 May 2023 17:34 - permalink |
Avoyd 0.15.0 Full is now out with .vox export, improved denoiser and fixes. Note that we plan to increase the price of Avoyd by roughly 30% on the 25th May. The latest full version of Avoyd concentrates on the Voxel Editor and adds a major new feature: export to MagicaVoxel .vox. Additionally we have made a number of fixes, the most significant of which is to the denoiser. The denoiser is now capable of producing high quality images from all scenes making it quicker and easier to produce great renders. Export to MagicaVoxel .voxYou can use the new export to MagicalVoxel .vox feature to export Avoyd worlds to the .vox format for use in MagicaVoxel along with other programs which support .vox such as Qubicle, IOLITE voxel game engine, RPG in a Box, Idu, Teardown and more.
Since Avoyd supports more materials than the .vox format (65,536 vs. 255) the exporter will merge similar materials if more than 255 materials are in use. If you'd like more control over the exact materials exported then use menu "Edit > Remove Unused Materials". You can also replace materials in the scene using menu "Tools > Replace Material". The .vox exporter is available in the Voxel Editor under menu "File > Export > MagicaVoxel (.vox)". The exporter supports the following options:
You'll find in the Avoyd documentation information on the new MagicaVoxel .vox export options recommendations for exporting to MagicaVoxel, the games Teardown and Idu, as well as the voxel game engine IOLITE. Download Avoyd - Changelog - Documentation Note for programmersWe use ogt_vox.h from opengametools by jpaver so if you're using C/C++ you should be able to add .vox loading to your code which supports scenes exported by Avoyd relatively easily with this. Doug added an option to export scenes larger than MagicaVoxel supports (larger than 2k x 1k x 2k), however this is still limited by the 32bit file size constraint of the format. He's been considering adding a run length encoded voxel chunk instead of the 'XYZI' one MagicaVoxel exports to reduce file sizes. MagicaVoxel won't be able to load/save to it but he could make a command line util to compress/uncompress if this seemed useful to folks. |
juliette#enki - Thu, 23 Mar 2023, 19:06 UTC edited Mon, 27 Mar 2023 16:28 - permalink |
This thread covers the Beta releases we produce as we develop Avoyd 0.15.0, and relevant progress news. Change Log - Download Avoyd BETA Use this thread to give us feedback about the betas. Mention the full build number you're using, ex. "0.15.0.999". To receive an email notification when an answer is posted to this thread, subscribe to it. See the "Subscribe" button at the bottom of the page. |
juliette#enki - Mon, 27 Mar 2023, 16:23 UTC edited Mon, 27 Mar 2023 16:30 - permalink |
We've started work on adding a ground. It will be a full volume occupying half the world and as such will create a horizon. You'll be able to select the material for it, for example a reflective metal or water. We also plan to work on the atmosphere which in combination with the horizon should create interesting effects. Adding such a large volume has revealed existing graphics issues. So far we fixed the following in beta build 0.15.0.693:
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doug#enki - Fri, 31 Mar 2023, 10:31 UTC edited Fri, 31 Mar 2023 10:59 - permalink |
Further fixes in Beta build 0.15.0.694:
I posted some technical info about one of the issues I fixed on Mastodon. Precision issues in large voxel worlds strike again! Another problem I found and fixed was related to a level of detail (LOD) optimization which reduces the LOD on large leaf nodes - i.e. regions where the voxels are all the same. This works for geometry, but a problematic side effect is that vertex ambient occlusion (AO) and raycast AO (stored in a 3D texture with resolution linked to LOD) often have too low frequency to cope with surrounding volumes with more detail. The solution was to take into account the detail observed when calculating vertex AO and raycast AO, which I do by tracking the maximum depth observed in the octree whilst generating the geometry. |
doug#enki - Fri, 14 Apr 2023, 14:45 UTC edited Fri, 14 Apr 2023 15:07 - permalink |
Further additions to Beta build 0.15.0.697:
The latest Beta includes prototype export to MagicaVoxel (*.vox). Currently the export doesn't optimize the number or size of models which make up the .vox file, so the resulting files can be very large and may be too large for MagicaVoxel to render. Future versions will optimize this where possible. There are two main constraints to the exporter due to MagicaVoxel limitations:
Note that the ground changes are currently on hold as there are knock on problems with adding a voxel ground which fills the bottom half of the octree. |
doug#enki - Mon, 17 Apr 2023, 11:14 UTC edited Mon, 17 Apr 2023 11:14 - permalink |
Beta build 0.15.0.699 has an improved export to MagicaVoxel (*.vox) which fits the model bounds more closely to the voxels. |
doug#enki - Fri, 21 Apr 2023, 11:19 UTC edited Fri, 21 Apr 2023 11:32 - permalink |
Beta build 0.15.0.702 includes further improvements to the MagicaVoxel (*.vox) exporter:
Additionally we added the following fixes:
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doug#enki - Sun, 23 Apr 2023, 17:07 UTC edited Sun, 23 Apr 2023 17:15 - permalink |
Beta build 0.15.0.703 further improves the MagicaVoxel (*.vox) exporter:
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doug#enki - Mon, 24 Apr 2023, 18:19 UTC edited Mon, 24 Apr 2023 18:19 - permalink |
Beta build 0.15.0.705:
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doug#enki - Tue, 25 Apr 2023, 12:06 UTC edited Tue, 25 Apr 2023 12:12 - permalink |
Beta build 0.15.0.706:
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