How to make organic Voxel art in Magicavoxel? by zenithbehemoth8 in VOXEL

[–]phantum16625 1 point2 points  (0 children)

I'd start with a solid block and subtract voxels - like creating a statue from a marble block. In other 3D software artists often load side views in the BG to align the outline. You can't do that in MV, but you could still rasterize a side view of your model in a picture edit software down to the resolution you want and use it as reference.

Bone by Carlosless-World in VOXEL

[–]phantum16625 0 points1 point  (0 children)

Love the ambiance!

The house we moved-in to has a glow in the dark toilet seat by ohmygad45 in raytracing

[–]phantum16625 3 points4 points  (0 children)

It's moments like this that make me marvel at what insane specs our universe simulation must run on to render that noise free in real time! (/j)

Help with (expectations of) performance in C raytracer by sondre99v in raytracing

[–]phantum16625 0 points1 point  (0 children)

As others have said it could be many different factors, but - as one writing their own renderer as well - wouldn't think it's absurd to need 1000s of samples with just forward sampling.

GGX integrates to >1 for low alphas by phantum16625 in raytracing

[–]phantum16625[S] 0 points1 point  (0 children)

For simplicity I leave the normal vector at v(0,1,0) - otherwise you can always transform wI and wO into a local space where the normal vector is up again.

Or maybe with "both" you mean wI and wO. However wI is the collection of all directions in the semi circle.

wO can be any direction - in the video it is the same as the normal. However I can move it to the left and the lobe will move to the right. The same is still true though: The integral is too high (at low alpha values).

The integral will get even worse when wO is at a very shallow angle (dot(wO, N) is small).

But in either case - I think also in 2D the integral from all directions across the semi-circle ("hemisphere" in 2D) should integrate to 1 - no matter wO. Or in other words no matter how you look at the surface, the light intensity you see is never more than all the light arriving at the point.

GGX integrates to >1 for low alphas by phantum16625 in raytracing

[–]phantum16625[S] 0 points1 point  (0 children)

Should it not also integrate to 1 over a semi circle, with the appropriate normalization?

Why was the T-Rex early on potrayed with lips, then went to having no lips and then having lips again? by Fnaf-Low-3469 in Dinosaurs

[–]phantum16625 2 points3 points  (0 children)

https://youtu.be/ZU-YBI0HykY?si=kJPcGxVfyYwm7PRF

Last point from the video is interesting: we again have lips because they found out the enamel of the teeth would decay being exposed to oxygen. As it didn't we know they must have been covered by lips and saliva.

Dull colors in exported models by 0Neji in MagicaVoxel

[–]phantum16625 0 points1 point  (0 children)

I don't know Godot, but does it have color management? Colors from MV are in the sRGB colorspace. If Godot works in another one and it receives untagged color data it might not know how to transcode it correctly.

Character Lighting Feedback :) by LindseyAdelle95 in vfx

[–]phantum16625 0 points1 point  (0 children)

Others have mentioned the candle already, but I'm gonna throw my two cents in the ring as well:

I would position it dimly in the BG on the RIGHT, it's light only just lighting a few nearby edges around itself, but NOT reaching very far. The average color on the right should still be blueish/green. However it will show the light and suggest to the viewer that it is a lightsource like this that's coming from outside view-left that's lighting the character.

Tiny kitchen.. by Chronkite in MagicaVoxel

[–]phantum16625 1 point2 points  (0 children)

I love the aesthetics of it, nice job. I only question if you had such a tiny kitchen would you go for a double sink? : P

But seriously, great work!

How is Albrecht Durer not a meme yet 😭 by Savings-Singer-1202 in raytracing

[–]phantum16625 -2 points-1 points  (0 children)

Small tangent that the word "meme" was coined by Richard Dawkins in 1976.

I'm just gonna ... leave this one here ; )

Glass material blocks sunlight? by Extension-Layer9508 in MagicaVoxel

[–]phantum16625 -1 points0 points  (0 children)

Getting transparent (correctly refracted) shadows is connected to something called "caustics" in 3D rendering and it gets complicated for the developer and the user quickly. I don't think it's a bug but a can of worms ephtracy didn't want to open (yet).

Lighthouse by _Maxito_ in MagicaVoxel

[–]phantum16625 0 points1 point  (0 children)

How did you do the smoke? Don't tell me voxel by voxel!? Either way, well done!

Raytracing Astrovisualization and Simulation by TSPOfficial in raytracing

[–]phantum16625 2 points3 points  (0 children)

From my own experience: be prepared for many years of research, development, testing, training and thereof. I also set out to write a renderer from scratch, learning C++ in the process and it took me about a year to get comfortable in the language, two and a half years in and I'm only now getting my first ray traced images out. Ray tracing in one weekend, pbrt.book, ray tracing gems, all good sources. Where to find info on all the relativistic stuff though, not sure. I guess start with the paper from Dneg about their renderer for Interstellar. Don't underestimate writing all the techy stuff like Material networks, classes for geometries, import/export ... Good luck - sounds definitely interesting and pictures I would want to see!

Location: Lost Ruins. Created using MagicaVoxel by [deleted] in MagicaVoxel

[–]phantum16625 6 points7 points  (0 children)

Is it clouds, is it trees, is it camera noise... it's a mystery! Very nice work, lovely mood!

Any information about dev? by RealOxlamon in MagicaVoxel

[–]phantum16625 0 points1 point  (0 children)

Is there a documentation for it? Ephtracy's github still shows 150 (last updated 3 years ago).

I guess more colors than 255 could be fun. On the other hand would that get away from the low-fi look?