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MagicaCSG Features: Looped and Capped Spline

magicavoxel post MagicaCSG Features: Looped and Capped Spline from patreon

Some new features you may see in the upcoming updates:

Looped Spline

After some work of compacting the data structure, looped sweep spline (first and last end points are connected) will be supported in both continuous and discrete modes.

Capped Spline

Sphere pro...

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MagicaCSG 0.4.4 Beta: Discrete Sweep Spline

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A new discrete variant for the swept volume mode (check the sweep-type sample model).

It has two new options:

1. Slice count (N on the top bar)

Defines how many slices between two consecutive control points (up to 15).

When the count is greater than 0, it generate...

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Wishlist for 2024

(Model by Mikko Sinisalo)

Hi everyone, thanks for all the support in the past years.

Many improvements and features (Helix, Sweep, Groove Blend, etc.) have...

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MagicaCSG Feature: Discretely Sampled Spline

Added a discrete variant for swept volume mode (still optimizing the structure and ui).

Instead of continuous surfaces, it generates a series of slices along the spline based on selected C0/C1/C2 interpolation.

It has two new options:

1. slice count: defines how many slices between two adjacent control point...

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How to import Sprites Animation in MagicaVoxel (0.99.7.2)

(Sample images are from the awesome game "River City Girl". Only for demonstrating purposes)

1. Drop the palette image to palette view to import palette;

2. Drop sprite images (same size, transparent png, named with frame index) to editor view and select "Import Sprites" in the menu;

3. Adjust animation fram...

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MagicaCSG 0.4.3 Beta: C0/C2 Continuity and Groove Blend

I. C0/C1/C2 Continuity for Sweep Splines (on the top bar):

1. C0: polylines, linearly interpolation

2. C1: smooth tangent, cubic spline (Catmull-Rom) -> default

3. C2: smooth second derivative (smooth reflection), cubic spline (B-Spline)

Unlike C0/C1, the spline doesn't go through t...

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MagicaCSG Feature: Groove Blend

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The new Groove blend mode allows you to apply Boolean operations within a certain thickness around the surface (i.e., you can use primitives to extrude the surface).

In the first image, left is without groove blend, right is with groove blend.

You can also add blend factor or fillet/chamfer blend ...

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MagicaCSG Feature: C0/C1/C2 Continuity

magicavoxel post MagicaCSG Feature: C0/C1/C2 Continuity from patreon

Will support C0/C1/C2 Continuity for Sweep Splines:

1. C0: polylines, linearly interpolation

2. C1: smooth tangent, cubic spline (Catmull-Rom) -> default

3. C2: smooth second derivative (smooth reflection), cubic spline (B-Spline)

Unlike C0/C1, the spline doesn't go through the control points with C...

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MagicaCSG 0.4.2 Beta: Bezier Sweep Patch

magicavoxel post MagicaCSG 0.4.2 Beta: Bezier Sweep Patch from patreon

Now you can apply Sweep Mode to Bezier curves/Line segments profile to create surface patches.

- Click the control point and then modify the corresponding width and the offset of the midpoint at each control point.

- May need to manually avoid extreme twisting to reduce self intersections and cracks.

- The i...

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MagicaVoxel on Surface

Some simple tests on the basic features of MagicaVoxel on Surface.

Overall, it's quite relaxing to operate with one hand on the screen.

Some changes:

1.  maps the two-finger gesture to middle button/wheel. So you can use this gesture to pan/zoom camera view and ui panels.

2. enable on-screen keybo...

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MagicaCSG Feature: Bezier Patch

Planned to support Swept Mode for Bezier curves/Line segments to create surface patches (probably the most expensive primitive).

You can change the width and the offset of midpoint at each control point.

You may need to manually avoid extreme twisting to reduce self intersections and cracks.

Another very imp...

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MagicaCSG on Surface?

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Bought a Surface Pro 7 to investigate the rendering issues on Intel UHD mentioned by some users before.

The program was originally not designed for tablet, so some features like gesture-based camera navigation and gizmo control are missing. And of course, the performance.

But I think I'll improve the user experien...

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MagicaCSG 0.4.1 Curved Boundary

magicavoxel post MagicaCSG 0.4.1 Curved Boundary from patreon

The file format in this version is different from previous versions.

Please backup your old models.

1. New Curved Boundary

It can be applied to Triangle, Quad, Cube, Joint to create a smooth boundary with C1 continuity (tangent continuous).

The old...

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Aerialod 0.0.2 Public Release

magicavoxel post Aerialod 0.0.2 Public Release from patreon

Updates in the public release:

1. Support 16-bit depth color map (will be converted to 8-bit depth image internally)

2. sRGB Color Mode: if the image is in linear color space, you may need to disable this option (like in the screenshot, the original image is too dark in sRGB color mode)

3....

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MagicaCSG: Curved Boundary

In the next update, you will be able to apply a new curved boundary modifier to Triangle/Quad/Cube profile shapes to obtain a smooth boundary defined by Bezier curves.

Note that the Egg modifier of Joint Shape, and the Muscle modifier of Bezier curve are all merged into this modifier.

The image below shows all ava...

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MagicaCSG: mirror

You will be able to mirror the stroke in all three axes from the new interface in the next update.

  • disable all three axes by pressing the button with a mirror icon.
  • Half and Rhombus (Local Mirror) modifiers have similar settings.
  • can also show the local origin and axes in dashed lines.
<...

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MagicaCSG 0.4.0 Beta: Swept Volume

magicavoxel post MagicaCSG 0.4.0 Beta: Swept Volume from patreon

You can find some video tutorials in the previous two posts.

Here is some more information:

1. You can ALT+Drag a control point to insert a new control point on the path (up to 8).

2. You can press DELETE key to delete the selected control point.

3. The cost of the profiles: sphere << rec...

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MagicaCSG Demo II: Constraints of Swept Paths

The default setting provides you 4 degrees of freedom per control point for the swept path.

But the tool also provides several constraint options to make the manipulation of shape easier.

(See the Top Bar)

1. Position Constraint

1D: the control points are on the same axis (local Z)

...

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MagicaCSG Demo I: Control Points of Swept Volume

1. Select Swept Extrude Mode

There are 5 extrude modes: straight extrude, revolve, torus, helix and sweep now.

Select the sweep mode, then the sweep tools will show on the top bar.

2. Insert/Delete Control Points

Click the two arrow buttons on the tool bar to delete/in...

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MagicaCSG Feature: Curved Boundary

magicavoxel post MagicaCSG Feature: Curved Boundary from patreon

Had several experiments recently to explore potential features in the following updates.

One of them is to add curved smooth boundary to Triangle, Quad, and Rectangle shapes, giving them a more natural appearance than just bevel/round edges. What can be created with it?

And the basic features for swept volumes are...

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MagicaCSG New System: SDF of Swept Volume

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Hi everyone, a new powerful and expensive editing tool will be added to MagicaCSG:

    "The SDF of Swept Volume",

which is defined by the space of a shape swept along a spline.

It has the following properties:

1. Cubic Spline (C1 Continuity)

<...

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MagicaCSG 0.3.2: Shader Cache

You may notice that the loading time in the latest version of MCSG is significantly longer than that of previous versions. It's due to the long compiling time of the more and more complex shaders for SDF modeling.

Therefore, I added supports for local shader cache. The shaders are only compiled once in the first launch ...

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MagicaCSG 0.3.1 Beta Release: Helix Primitive

In this version, we have four extrude modes now (the top bar of the stroke pane):

1. Straight/Cone Extrude

2. Revolve

3. Torus

4. Helix

The Helix mode works for the following profiles (only certain shapes are supported):

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Aerialod 0.0.2 Beta Release

magicavoxel post Aerialod 0.0.2 Beta Release from patreon

[Features]

I. Color Mapping [Map->Color]

you can choose using an image or pure color for the texture of the map.

use Scale and Offset to match the size of the color map and the height map.

II. Exponential Decay Fog [Fog->...

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MagicaCSG 0.3.0 Release: L2 and L∞ Norm Ellipsoids

magicavoxel post MagicaCSG 0.3.0 Release: L2 and L∞ Norm Ellipsoids from patreon

I originally wanted to put the L2 ellipsoid in minor update 0.2.5, but later I realized that it belongs to a larger category of advanced primitives that I'm working on, so all the new stuffs will be in the major update 0.3.x.

I included this model "sphere-type" as an example. You can choose the sphere type "LS/L...

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Helix SDF Primitive

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This week's achievement is implementing helix primitive with various profile shapes.

There is still quite some work left to do with the performance and artifacts issues.

but it looks promising already for mechanical designs.

No need for tricks anymore (e.g., arrays of rings).

* Some of the screenshots ...

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Ellipsoid SDF Primitive

My recent focus is exploring some advanced Signed Distance Field (SDF) editing features which have better quality but may be expensive to compute.

Take ellipsoid as an example. It's the fundamental primitive for modeling curve...

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Progress & Plan

  • Finished prototyping a new powerful (but expensive) SDF editing tool I'm longing for. Need to design new UI and workflow to manipulate it in MagicaCSG (probably some Prototype Tier release before Beta Tier release). I believe you will be excited:)
  • Considering adding different key/mouse mappings for camera navig...

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MagicaCSG 0.2.4 Release: Advanced Blend Options

I. Blend Options

click the water drop button above Blend to show more blend options. (green in the screenshot)

(a) Chamfer/Fillet Blend Type (blue buttons besides Material A/B)

Chamfer: 45-degree edges

Fillet: rounded edges (default)

(b) Blend Softness View Post

MagicaCSG update: Advanced Blend Options

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1. Chamfer/Fillet Blend Type

Chamfer: 45 degree edges

Fillet: rounded edges (default)

2. Blend Softness

Define the softness of the color blending within the blended region.

3. Blend Offset

Define the boundary of the color blending within th...

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