You can make isometric #Voxel renders of any Minecraft map, voxel model or heightmap landscape you can import into Avoyd
You can make isometric #Voxel renders of any Minecraft map, voxel model or heightmap landscape you can import into Avoyd
If you know, me you now what is coming next, the voxel art! I stupidly started this trend for my arts, and pulling through until I can!
16x16x16, MagicaVoxel, PICO-8 extended palette
Skecthfab model: skfb.ly/pv96A
How to get your voxel models into Unreal Engine 5+ with Nanite and walk through your model in game
https://enkisoftware.itch.io/avoyd/devlog/910239/export-voxels-to-optimised-gltf-mesh-for-unreal-nanite
Sierpinski Pyramid Tiling for #TilingTuesday
This kind of pyramid is a quarter of a cube.
Heads up if you're planning to buy #Avoyd voxel editor:
We're going to increase the price on the 1st April by a bit more than 10%, and start indexing it on the Euro instead of the USD.
The new licence price will be (before tax):
- INDIE: €15.0
- PRO: €90.0
Avoyd purchase page: https://www.enkisoftware.com/products
We released #Avoyd Voxel Editor last week with
- Export to optimised OBJ and glTF GLB for games
- Better god rays path tracing
Export glTF to Unreal Nanite tutorial https://www.enkisoftware.com/devlogpost-20250318-1-Export-Voxels-to-Optimised-glTF-Mesh-for-Unreal-Nanite
Download v0.26 https://www.enkisoftware.com/products
Release notes https://www.enkisoftware.com/t/4855077674156032
New devlog post about exporting voxel models to optimised glTF meshes for Unreal Nanite.
There's a few technical details including some of the work arounds I use for issues with Nanite.
New in Avoyd voxel editor: export voxels to optimised glTF mesh for games:
https://enkisoftware.itch.io/avoyd/devlog/906201/avoyd-026-mesh-optimisation-and-export-voxels-to-gltf-for-games
Just published tutorial for Avoyd Voxel Editor - Export Voxels to glTF for Unreal Nanite
https://www.youtube.com/watch?v=u-hBbYfOAng
Credits:
- Original voxel model commission "Spindle" by Niklas Mäckle knosvoxel
- Soundtrack "Music for Code" by nervous_testpilot
Now that my first game is launched (https://elephantstarballoon.itch.io/the-long-arc), I started playing with rendering a #voxel based model on the #playdate. I'm faking a 3d effect by rendering the layers of the voxels as separate flat sprites. Then I offset each layer to make give it a sense of depth #PixelArt #indiedev
Export your voxel assets to game engines Unreal / Godot / Unity with #Avoyd optimised glTF https://www.enkisoftware.com/t/4855077674156032
Anyone have any good Voxel Editors that they like in VR?
I tried out VoxVR and BoxelXR recently, and they were both "direct" input styles.
By "direct", I mean the physical position of the cursor was where the block was placed. I haven't seen anybody using raycasts, which I find interesting.
Path traced procedurally generated #voxel world with the atmosphere volumetric shadows we fixed in the beta.
Download #Avoyd Voxel Editor and Renderer: https://www.enkisoftware.com/products
In glTF 2.0 the `emissiveFactor` *must* be between 0 and 1, which isn't very useful since many emissive elements have much wider ranges than this, leading to the extension KHR_materials_emissive_strength which introduces a new property `emissiveStrength`.
It seems UE5 glTF respects a emissiveFactor > 1 so I'm allowing this in the Avoyd exporter.
I am not really sure why this is required to be 0-1 in the spec, nor why the extension didn't just permit a wider range
prolly should've made ðis like 10x slower & wiθ some lofi hiphop