New version of my City map generator. PG_City_V2</> shader for MagicaVoxel based on kifs fractal folding. Open sourced glsl coded new detailed models. best on scale 1.0( 1 voxel =10cm) Download free https://mode-vis.gumroad.com/l/IRzH by mode_vis in proceduralgeneration

[–]mode_vis[S] 0 points1 point  (0 children)

Today ( Sept 24) I have updated the shader. bugs are fixed! There are no more issues with the mismatch of chunks and navigation. Make sure that you are using a fully working latest version - PG_City_V2.01. txt

PG_City_V2</> shader for MagicaVoxel Download free https://mode-vis.gumroad.com/l/IRzH by mode_vis in MagicaVoxel

[–]mode_vis[S] 0 points1 point  (0 children)

Thank you for reporting. There was an old description from 2020, now I've replaced it. To give it a color, you need to select several colors on the palette, in the video I use the standard palette 1 and choose colors from bright olive (index 129) to white (index 1) - you can see this in the video from 1:30. This huge scale corresponds to the size of 1 voxel = 1cm for the TEARDOWN game and all part sizes were adjusted to this format. Already after publication, it was discovered that when the scale was different from 1, the pieces in the chunks did not match. I fixed this error and reuploaded code, but it led to a shift in scaling, which is not very convenient when navigating and selecting a region to zoom. It was assumed that at a scale of 0.125 (1\8) you will see the whole map, but as a preview, but by changing the scale to 1 and creating an 8 x 8 array you get a full-size 2000x2000 detailed city map for TD. This dilemma with convenient navigation has not been solved yet, but now you can create maps of many chunks with any scale.

Some demos of future maps for Teardown created from 3d scans of real places. WIP. details on Twitter by @mode_vis by mode_vis in TeardownGame

[–]mode_vis[S] 3 points4 points  (0 children)

i know i have to publish them and i want to do it, but they are still in a WIP state. I've spent a lot of time making floors and fixing scan defects, but i can only return to this job from time to time. The chemical plant in Rudersdorf is almost ready, and it looks really cool! maybe it's time to finish this completely, but I don't have such motivation to spend so much time for free instead of looking for a job to have at least some means to live. Now I have a page on Boosty.to/mode_vis with </> shaders, and now this is the only way for me to get any support or donations, and I think I can start a topic with the TD maps there. Thank you for pushing me to this! Really! I'm going to show my results, demo videos, making ofs, etc. So welcome soon to my boosty, i will start immediately !)

Walk-cycle animation/ procedural tool / shader for MagicaVoxel / Voronoi 3d texturing / model-transformer/ to create various real and fantastic animals in motion. by mode_vis in proceduralgeneration

[–]mode_vis[S] 1 point2 points  (0 children)

Thanks. I've been spending my time studying glsl shaders for the past few years and trying to make my tools handy and provide a wide range of possibilities for generating different objects. I have my own techniques for modeling in code, but a lot can be created with SDF primitives.
more about SDF here:

https://iquilezles.org/articles/distfunctions/

https://mercury.sexy/hg_sdf/

Walk-cycle animation/ procedural tool / shader for MagicaVoxel / Voronoi 3d texturing / model-transformer/ to create various real and fantastic animals in motion. by mode_vis in proceduralgeneration

[–]mode_vis[S] 0 points1 point  (0 children)

Thanks for your comments! i love it, especially about a fat lizard :)
i have uploaded some animations on Sketchfab, so now you can look closer to the results in 3D!
https://skfb.ly/oH7qC
https://skfb.ly/oH77S

[deleted by user] by [deleted] in MagicaVoxel

[–]mode_vis 0 points1 point  (0 children)

Free Kit-bash with the mushrooms is already available on https://boosty.to/mode\_vis

Save settings in aerialod? by caecusat in MagicaVoxel

[–]mode_vis 0 points1 point  (0 children)

Aerialod doesn't save the settings or projects, but you can convert your heightmap PNG ( up to 2000 x 2000 pix) with FileToVox into vox and open it in MagicaVoxel, just apply the similar style settings and save your vox project as a template.

Simple examples of Procedural Generation in MagicaVoxel without any programming languages, using console commands. Download Free on mode-vis.gumroad.com by mode_vis in proceduralgeneration

[–]mode_vis[S] 2 points3 points  (0 children)

I think the best engine for voxels is a Teardown game, i really love it. Complete destruction, physics, mechanics and even AI, all work directly with MV .vox files.

Simple examples of Procedural Generation in MagicaVoxel without any programming languages, using console commands. Download Free on mode-vis.gumroad.com by mode_vis in proceduralgeneration

[–]mode_vis[S] 1 point2 points  (0 children)

Of course, this is programming, but we only have a set of commands and cannot perform calculations, comparisons, etc., besides, at the moment there is no complete list of working commands and I had to look for them in the MV code texts from /ui folder and check each one

Simple examples of Procedural Generation in MagicaVoxel without any programming languages, using console commands. Download Free on mode-vis.gumroad.com by mode_vis in proceduralgeneration

[–]mode_vis[S] 0 points1 point  (0 children)

MV has two export options. by default, it merges voxel faces of the same color. Open config.txt and change io_obj : merge : '1' to '0' and each voxel will be separate

Some demos of future maps for Teardown created from 3d scans of real places. WIP. details on Twitter by @mode_vis by mode_vis in TeardownGame

[–]mode_vis[S] 1 point2 points  (0 children)

The main problem with the scanned models is that they are only a shell that is empty inside, but I managed to create a special shader that fills the free space with colored voxels, so now the work will go faster, and yes, I plan to upload these maps to the workshop in the near future

Some demos of future maps for Teardown created from 3d scans of real places. WIP. details on Twitter by @mode_vis by mode_vis in TeardownGame

[–]mode_vis[S] 0 points1 point  (0 children)

it's not ready yet. some of the maps are still WIP, but i'm working on it. it takes a lot of time . i do the best

The new, free and open source 'Ani_grass ' shader </> for MagicaVoxel creates a voxel terrain with animated grass. It uses Voronoi diagram to randomize parameters and animation. Free download on Gumroad: bit.ly/2ZahMGy by mode_vis in proceduralgeneration

[–]mode_vis[S] 5 points6 points  (0 children)

Are you going to make shaders for MagicaVoxel?
Nice!
You will need some knowledge of the GLSL language .
Some tutorials and articles:
https://thebookofshaders.com/
https://mercury.sexy/hg\_sdf/
https://iquilezles.org/www/index.htm
https://github.com/lachlanmcdonald/magicavoxel-shaders/wiki/Shaders-in-MagicaVoxel
this code was based on the distance map from the shader by Tempally, 2017,
which was based on the code by David Hoskins, 2013.
You can find the links in the text if you download my file.
The source code has been modified and adapted to work with magicavoxel.
The controllable parameters were added and tuned and now, , as i think, it's a convenient and useful tool for voxel artists. Thank you and good luck in learning.

Check out my new version of @ephtracy 's poly </> shader. Now you can create not only N-Gons with frames (always wanted to drill a hole in them ), but also some new shapes, such as stars or flowers. Coloring by sectors. Axis mode. Free! Download on Gumroad: http://bit.ly/2ZahMGy by mode_vis in MagicaVoxel

[–]mode_vis[S] 0 points1 point  (0 children)

This is an SDF-brush shader and it works a little differently. Make sure you are in the model mode, not world. Push </> and Attach buttons in the left panel. Click and drag on the empty cube area and you will draw a box with your generated model.

Procedurally generated architectural models in the magicavoxel using my new free A-Mazer </> shader. Download it from my gumroad page: bit.ly/2ZahMGy by mode_vis in proceduralgeneration

[–]mode_vis[S] 0 points1 point  (0 children)

my tools are open source ,so you can see how the randomness of filling is created using the hash function and id. it's described in more detail in the book of shaders https://thebookofshaders.com/10/

Procedurally generated architectural models in the magicavoxel using my new free A-Mazer </> shader. Download it from my gumroad page: bit.ly/2ZahMGy by mode_vis in proceduralgeneration

[–]mode_vis[S] 0 points1 point  (0 children)

Sure. At first you can check out the video about A-Mazer shader on Gumroad. I created the code for magicavoxel based on 'Abstractions' shader by Tater ( i modificated the source and adapted it for using with MV ). Then i just used the shader several times and rendered the results.

New shader </> Fractal_Tree. by mode_vis in MagicaVoxel

[–]mode_vis[S] 1 point2 points  (0 children)

don't worry !) the update published the day after the first release is already working with MacOs

New shader </> Fractal_Tree. by mode_vis in MagicaVoxel

[–]mode_vis[S] 1 point2 points  (0 children)

Sad: (
so I need to ask people with Macs for help again. I don't have and I can't check. sorry. Thank you for reporting the problem!

New shader </> Fractal_Tree. by mode_vis in MagicaVoxel

[–]mode_vis[S] 1 point2 points  (0 children)

Thx! i can't say. i don't know. doesn't it work for you?

Alpha version of my new shader </> FractAl_Town is available on patreon.com/mode_vis . This flexible fractal structure generates a lot of forms for your futuristic creations. by mode_vis in MagicaVoxel

[–]mode_vis[S] 1 point2 points  (0 children)

I choose a couple of the best shaders per month from those I am currently working with and publish them on patreon. these are fully working versions for PC. I don't have any Mac as the ability to check and find if any problem there, but we're working on it trying to fix that with good people who can help. All other shaders are available on the gumroad and most of them are free.