Im thinking about putting together a voxel model editor, but there seems to be a problem, how do you get a light to light them up when they have no normals?
You can give them a texture, but how do you make them diffuse light?
I was thinking maybe you give them floating positions inside the voxel compartment - and you use this to develop a smooth surface but is there a better way than this?
thanks for any replies...
Granting normals to voxels.
Started by rouncer, Feb 15 2009 10:45 AM
9 replies to this topic
#1
Posted 15 February 2009 - 10:45 AM
#2
Posted 15 February 2009 - 11:03 AM
Make some using a sobel filter ?
#3
Posted 15 February 2009 - 11:09 AM
rouncer: I did a voxel-renderer with a friend that did something like that. We took the gradient over a large area, with gaussian weighting. It worked out quite well, but there were quite some banding in the normals for almost-axis-aligned slopes.
#4
Posted 15 February 2009 - 06:13 PM
kusma said:
rouncer: I did a voxel-renderer with a friend that did something like that. We took the gradient over a large area, with gaussian weighting. It worked out quite well, but there were quite some banding in the normals for almost-axis-aligned slopes.
Wouldnt that destroy high frequencies tho?
#5
#6
Posted 16 February 2009 - 05:27 AM
Sorry Rubicon, so Its similar to converting a heightmap to a normal map.
Can you still use a 3x3 kernel and it would work?
I doubt it, because heightmaps have 256 positions and voxels only displace from each other in units, it would produce harsh angles.
Can you still use a 3x3 kernel and it would work?
I doubt it, because heightmaps have 256 positions and voxels only displace from each other in units, it would produce harsh angles.
#7
Posted 16 February 2009 - 09:40 AM
Yes, you can use it in any dimension.
Your're right about it not being mega smooth, but that's not a voxel speciality
Your're right about it not being mega smooth, but that's not a voxel speciality
#8
Posted 16 February 2009 - 12:30 PM
the only way would be to increase the kernal size and lose hi frequency components.
#9
Posted 16 February 2009 - 02:51 PM
rouncer: No, high frequencies worked out quite OK. It's a matter of tweaking the filter, though.
#10
Posted 16 February 2009 - 11:37 PM
Ok, thanksalot for the input.
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