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

Joined: Thu Oct 06, 2011 2:26 pm
Posts: 46
Location: Berlin
Damn, no easily copyable solution then, this time :)

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

Joined: Tue Apr 08, 2014 5:10 pm
Posts: 124
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)


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

Joined: Thu Oct 06, 2011 2:26 pm
Posts: 46
Location: Berlin
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.

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

Joined: Tue Apr 08, 2014 5:10 pm
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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


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 Post subject: Re: What am I doing wrong with these.... normals?
PostPosted: Thu Jan 22, 2015 9:35 am 
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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.


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

Joined: Tue Apr 08, 2014 5:10 pm
Posts: 124
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


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