What's new in MagicaVoxel 0.98.2
Apr 20, 2017
- Bloom:
- click the button in Bloom section to calculate bloom effect when any rendeirng setting has been changed
- it has its own progress bar, and uses the same number of samples on the top
- adjust the weight with the slider, it will not restart rendering
- it will enable "Camera->ACES" automatically
- Bokeh:
- it has larger aperture size for DOF (depth of field)
- HDR Emissive Material:
- formula is changed to "Emit * (10 ^ Power)"
- "Glow" is only used to enhance Bloom and Bokeh effects
- Pause Rendering and Instant Feedback:
- click Image->"||" to pause progressive rendering
- enable "Sample->GI"
- every change of material will be immediately displayed in viewport
- *expensive option, higher end GPU recommended
- Sky Background:
- enable "View->Back" [CTRL+B] to display sky as background
- the fading ground into horizon is controled by "Fog" slider
- for real fog, enable "Fog" firstly
- Ground Material:
- now you can use "Alt+LButton" to click the ground, and then assign "Metal" material to it
- Pixelated Rendering:
- turn off "View->AA" to disable Anti-Aliasing and set image size small (128, e.g.)
New in MagicaVoxel 0.97.5 (Oct 1, 2016)
- Ground is changed to infinity large in all camera modes
- Optimized shaders by removing unused branches
- Fog Scattering: can scatter all types of lights (Sun/Sky/Area):
- only works in Pers/Free camera modes
- works for glass/metal materials (can get reflection/refraction from sun light)
- surface can also be lit by scattered light
- can create light shafts
- can create background with small fog density
- fog color mainly depends on light color and in-scattering color
New in MagicaVoxel 0.97.4 (Jul 20, 2016)
- New Emissive Area Lighting:
- Emit->Power : Radiant Flux for Area Lighting
- Emit->Glow : Energy loss on closer surface
- Emit->Total : Total power for all voxels or power density
- Hints:
- requires "GI" option enabled for advanced effects
- only supports Cubic/RG/RE voxel shape
- for small but strong light source (e.g. point lights), use Emit->Total
- recommended using lower image resolution (e.g. 640x480) when adjusting parameters
- for better quality of final image, recommended using more samples (e.g. 5000)
- not very robust for this version (has several potential artifacts)
- if it is still too dark, do not forget to use Post->E to increase exposure
- Fix several artifacts for "Glass" material
New in MagicaVoxel 0.97.3 (Jul 20, 2016)
- New Metal/Plastic Material with GGX NDF
- Post Effect:
- Post->E : Exposure, when the scene is too dark, you can increase this
- Post->V : Vignette
- Camera->G : Gamma Correction
- Pick up Sun/Sky Color from Palette
- Better Quality of Soft Shadow
- Sample->GI : on the top right, enable stochastic sampling for better indirect illumination
- it's slower (~50%) and noisy (requires 3000+ samples)
- use it for indoor scenes, larger exposure, or final render
New in MagicaVoxel 0.97.2 (Mar 5, 2016)
- New CMD "odir" : export all models in current folder, e.g. "odir obj"
- Palette "ALT+DRAG" : swap palette color without changing model, make it easier to organize palette
- Fixed a bug in .qb export
- Export->bake : bake voxel mesh with ambient occlusion and soft shadow :
- Example on Sketchfab
- must support the built-in renderer, if program crashed, recover model from "cache/"
- it may take from several seconds or half a minute, depending on machine, model, and sample number
- set sample number, direction and intensity of light sources in renderer mode
- config->bake->perface : bake per face (pixelated) or per vertex (smooth)
- config->bake->ambient : constant ambient color to make scene brighter
- config->bake->gamma : for app with gamma correction, set it to 2.2 to avoid color washed out
New in MagicaVoxel 0.97.1 (Mar 5, 2016)
- New Marching Cube Export [Export->mc] : export your voxel model as Marching Cube meshes (.ply)
- Camera Control : use middle button to move camera
- Cache Folder [cache/] : program will automatically backup model before quitting program or rendering model
- Obj Export Pivot : fixed bugs for obj pivot, you can also set your custom pivot in config.txt->file_obj
- Palette Command : add command [pal mask] to mask out unused color in palette
- fixed a little bug of rendering with orth/iso camera, still not very robust though
- New Voxel Shader:
- support GLSL based shader script to generate your custom volume
- shaders are in the new folder shader/
- try typing [xs wave] in console to start
- basic command format is : xs [shader name] [arg0] [arg1] [..]
- if you want to run the shader multiple times in one run, use : xs [num] [shader name ] [args...]
- New Brush Option:
- [V]oxel Mode : 3D(Volume:Cube, Sphere), 2D(Flat:Square, Disc), Su(Surface, only operates on surface)
- -add hotkeys 1-9 to set brush size quickly
- [C]enter Mode : suport both square and circle shape now
- [P]attern Mode : can choose using either original model color or current palette color;
- -can be applied on erasing and painting now
New in MagicaVoxel 0.97 (Jan 27, 2016)
- Enhanced Brushes, Improved UI and File System
- Save and Open dialog for all Palette, Model, Export, Screenshot files
- Face Brush : extrude surface by dragging with various modes
- Voxel Brush : has been integrated with Cube and Sphere Brushes, working with mirror and axis modes now
- Circle Brush : center voxel of circle is not operated; support even diameter size
- HUD : voxel coordinates, volume size, face layers, circle radius are displayed in console now
- Camera : add X+RButton to select camera focus center, and yellow button to toggle auto camera focus
- Export : fixed obj export and more config options for isometric and 2d sprite export
- Render : Light->0 is changed to pure color model; the ground in orth/iso mode will be infinity large
- multiple improvement for ui
New in MagicaVoxel 0.96.3 (Jan 27, 2016)
- Matter->Glass : new transparent voxels with refraction and attenuation
New in MagicaVoxel 0.96.2 (Jan 27, 2016)
- Matter->Sel : per palette material setting (use Alt+LButton or LButton to select material)
- new Emissive material; perfect mirror reflection (Rough = 0); over 8 light bounces
- folder path setting in config file; bug fixed for .obj export
New in MagicaVoxel 0.96.1 (Jan 27, 2016)
- Export->iso : new isometric sprites export
- Export->obj : color based mesh simplification for .obj format
- Model List : drag 'n drop folder to model list to change its root path
New in MagicaVoxel 0.96 (Jan 27, 2016)
- renderer supports various voxel shapes ( Lego, Marching Cube, Sphere, Cylinder ) and rounded corners, colored grids
- camera supports stereographics projection, radial distortion, Escher Droste effect
- use F5/F7 to save/load current camera
- performance improvement and bug fixes