Skip to content
0
  • Home
  • Piero Bosio
  • Blog
  • World
  • Fediverso
  • News
  • Categories
  • Old Web Site
  • Recent
  • Popular
  • Tags
  • Users
  • Home
  • Piero Bosio
  • Blog
  • World
  • Fediverso
  • News
  • Categories
  • Old Web Site
  • Recent
  • Popular
  • Tags
  • Users
Skins
  • Light
  • Brite
  • Cerulean
  • Cosmo
  • Flatly
  • Journal
  • Litera
  • Lumen
  • Lux
  • Materia
  • Minty
  • Morph
  • Pulse
  • Sandstone
  • Simplex
  • Sketchy
  • Spacelab
  • United
  • Yeti
  • Zephyr
  • Dark
  • Cyborg
  • Darkly
  • Quartz
  • Slate
  • Solar
  • Superhero
  • Vapor

  • Default (No Skin)
  • No Skin
Collapse

Piero Bosio Social Web Site Personale Logo Fediverso

Social Forum federato con il resto del mondo. Non contano le istanze, contano le persone
dougbinks@mastodon.gamedev.placeundefined

Doug Binks

@dougbinks@mastodon.gamedev.place
About
Posts
8
Topics
2
Shares
0
Groups
0
Followers
0
Following
0

View Original

Posts

Recent Best Controversial

  • Made a render to show someone Fresnel effects, turned out to be quite a nice shot.
    dougbinks@mastodon.gamedev.placeundefined dougbinks@mastodon.gamedev.place

    @eniko Of course cheap here is relative... :)

    Uncategorized avoyd voxel voxeleditor minecraft

  • Made a render to show someone Fresnel effects, turned out to be quite a nice shot.
    dougbinks@mastodon.gamedev.placeundefined dougbinks@mastodon.gamedev.place

    @eniko These single reflections are pretty cheap once you go down the ray tracing path. It's things like diffuse bounces, multiple reflections and volumetric scattering which can kill performance. That and traversing a deep data structure (which is somewhat needed to fit entire large maps in VRAM).

    Uncategorized avoyd voxel voxeleditor minecraft

  • Made a render to show someone Fresnel effects, turned out to be quite a nice shot.
    dougbinks@mastodon.gamedev.placeundefined dougbinks@mastodon.gamedev.place

    @eniko No, though I think I can get close with LOD and denoising at some point.

    Uncategorized avoyd voxel voxeleditor minecraft

  • Made a render to show someone Fresnel effects, turned out to be quite a nice shot.
    dougbinks@mastodon.gamedev.placeundefined dougbinks@mastodon.gamedev.place

    @eniko Yes (see alt text), it's a path traced render from Avoyd. There are more in our gallery: https://www.avoyd.com/media-gallery.html and there's a collection of people's Minecraft renders on https://www.planetminecraft.com/collection/198498/avoyd-renders/ (site has lots of trackers etc. so I'd use a private browser).

    Uncategorized avoyd voxel voxeleditor minecraft

  • Made a render to show someone Fresnel effects, turned out to be quite a nice shot.
    dougbinks@mastodon.gamedev.placeundefined dougbinks@mastodon.gamedev.place

    Here I compare the same render with one where I modified the water material to make it opaque and rough. With no reflections the shadows on the surface can now be observed. In the first image reflections dominate.

    Uncategorized avoyd voxel voxeleditor minecraft

  • Made a render to show someone Fresnel effects, turned out to be quite a nice shot.
    dougbinks@mastodon.gamedev.placeundefined dougbinks@mastodon.gamedev.place

    Made a render to show someone Fresnel effects, turned out to be quite a nice shot. Minecraft map: Continent of Gleamora by Dannypan.

    #Avoyd #Voxel #VoxelEditor #Minecraft

    Uncategorized avoyd voxel voxeleditor minecraft

  • Started a discussion about an Open Voxel File Format on Github.
    dougbinks@mastodon.gamedev.placeundefined dougbinks@mastodon.gamedev.place

    Started a discussion about an Open Voxel File Format on Github. This is about storing models, scenes, animations etc. made with voxels.

    Please comment there if you're interested, and boosts welcome for reach.

    https://github.com/enkisoftware/OpenVoxelFileFormat/discussions/2#discussioncomment-15074076

    #Voxel #VoxelGameDev #glTF #GameDev #IndieDev #OpenSource

    Uncategorized voxel voxelgamedev gltf gamedev indiedev opensource

  • just realized.
    dougbinks@mastodon.gamedev.placeundefined dougbinks@mastodon.gamedev.place

    @efi @dotstdy @gabrielesvelto @eniko In my experience for a file format bitpacking + RLE + compression will get you about as efficient storage as an SVO unless you also use some form of deduplication with an SVODAG, preferably symmetry aware.

    The advantage of an SVO in my view is more for in-memory use, ray-casting etc, and chunking can reduce those benefits.

    Uncategorized
  • Login

  • Login or register to search.
  • First post
    Last post