Volumes Of Fun
http://www.volumesoffun.com/phpBB3/

What am I doing wrong with these.... normals?
http://www.volumesoffun.com/phpBB3/viewtopic.php?f=14&t=598
Page 2 of 2

Author:  TheSHEEEP [ Mon Jan 19, 2015 2:25 pm ]
Post subject:  Re: What am I doing wrong with these.... normals?

Damn, no easily copyable solution then, this time :)

Author:  petersvp [ Mon Jan 19, 2015 2:53 pm ]
Post subject:  Re: What am I doing wrong with these.... normals?

Copy your source volume and while copying, for each voxel, it's density is the sum of all 27 neighbouring voxels divided by 27. Ohh, or, just use LowPassFilter (but if you implement it sourself you may decide what noises to add and where)

Author:  TheSHEEEP [ Mon Jan 19, 2015 4:04 pm ]
Post subject:  Re: What am I doing wrong with these.... normals?

That would make things a bit more smooth, but it would also mean doing 27 array lookups and calculations for each voxel to copy.
Not something I would love to do with the masses I'm dealing with :D

But I may try it out anyway at some point.

Author:  petersvp [ Mon Jan 19, 2015 6:12 pm ]
Post subject:  Re: What am I doing wrong with these.... normals?

You don't have other solution. You MUST filter the data because else it will most-likely turn into terraced jagged mesh :D Even if you generate it good, it's better to think about filtering.

You didn't do your homework, obviously, bad student :D (no pun intended here, just call to action) :D

Author:  David Williams [ Thu Jan 22, 2015 9:35 am ]
Post subject:  Re: What am I doing wrong with these.... normals?

Actually I also saw this happening in Cubiquity yesterday. I didn't look into it but it seems to happen on thin/sharp edges. I think it is indeed a normal issue, as these are stored per-vertex and change quickly on sharp edges. I don't think it's really a PolyVox bug though... just something we need to work around or consider when writing shaders.

Author:  petersvp [ Thu Jan 22, 2015 11:24 am ]
Post subject:  Re: What am I doing wrong with these.... normals?

In my shader, I ended up playing with a divisor that reduced this effect to acceptable level. In many games, this effect is present, and an example is 7 Days to Die. So I will go with it. Foliage should mask it a bit :D

Page 2 of 2 All times are UTC
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/