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Wednesday, May 13, 2015

Toon Time

We are often asked if Voxel Farm can do a cartoony look. As a side project I decided to give it a try. This is what I managed to do in a couple of nights:


I had been recently exposed to Adventure Time by my kids, the influences are clear. This programmer's art so go easy on me. Also there is very little detail. All materials are solid colors. Only two instanced objects (a tree and a stump) but I think it works for the most part.

You can read a guide on how this was built here. It served as an example of how to create a biome from scratch in Voxel Studio. We will probably expand this project to cover other topics like voxel instances and runtime extensions.

Wednesday, April 15, 2015

Unity 5 Update

Earlier this week we rolled out a rather large update to the Unity plugin. The update went mostly into improving the workflow between Voxel Farm and Unity. You can get an idea of how it feels from the following video:


My favorite feature so far is now we get to see all the voxel geometry while in Unity's Scene mode. This makes possible to place your traditional Unity objects (lights, geometry, characters, etc.) in precise reference with the voxel content.



Another key feature was we now have working physics inside Unity. You can tell this is new because the video spends a good deal of time just cutting chunks out of buildings to watch them fall.

The shading has improved as well. Although this is an area I hope adopters of the engine and SDK will expand by producing all sorts of cool new looks. The realistic rendering included by default in the plugin is an example of what can be done and how to approach rendering in general.

The plugin is still Windows only. That is probably the second most frequent request/question we get. This is because our code is unmanaged C++. I wish there was a simple way around this. At this point we are contemplating re-writing parts of the engine in C#, which will take precious time we could be spending on new features.

Sunday, March 22, 2015

UV-mapped voxels

For a while now the team has been working on a new aspect of our voxel pipeline. The idea is simple: we wanted to allow custom made, detailed texturing for voxel worlds.

In traditional polygon-based worlds, a lot of the detail you see has been captured in textures. The same textures are reused many times over the same scene. This brings a lot of additional detail at little memory cost. Each texture needs to be stored only once.

Let's say you have a column that appears many times over in a scene. You would create a triangle mesh for the column with enough triangles to capture just the silhouette and then use textures to capture everything else. A process called UV-mapping links each triangle in the mesh to a section of the texture.

This is how virtual worlds and games get to look their best. If we had to represent everything as geometry it would be too much information even for top-of-the-line systems. If given the choice, nobody would use UV-mapping, but there is really no choice.

With voxels you have the same problem. If you want to capture every detail using voxels you would need too many of them. This may be possible in a near future, maybe for different hardware generations and architectures, but I would not bet on voxels becoming smaller than pixels anytime soon.

The beauty of voxels is they can encode anything you want. We saw it would be possible to keep voxel resolutions low and still bring a lot of detail into scene if we encoded UV mapping into voxels, just like vertices do for traditional polygon systems.

You can see some very early results in this video:


Here we are passing only 8bits for UV, also there are still some issues to address with the voxelization. I hope you can see beyond these artifacts.

Luckily we need to store UV only for those voxels in the outside, so the data is manageable. For procedural objects, voxels could also use UV. The rocks we instance over terrain could be using detailed textures instead of triplanar mapping. Same for trees and even man-made elements like buildings and ruins. For procedural voxels the UV adds little overhead since nothing has to be stored anyway.

Use of UV is optional. The engine is able to merge UV-mapped voxels with triplanar-mapped voxels on the fly. You can carve pieces out of these models, or merge them with procedural voxels and still  have one single watertight mesh:


As you can see the leopard's legs do not go underground in the rendered mesh. Everything connects properly.

This is an earlier video I think never linked before:



Why go over all this trouble? UV-mapping took polygonal models to a whole new level of visual quality and performance. We are going through the same phase now.

This kind of encoding we have done for UV also opens the doors to new interesting applications, like animation. If you think about it, animation is not different from UV-mapping. Instead of mapping vertices to a texture we map vertices to bones, but it is pretty much the same. So, yes, that zebra could move one day.

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