by Spleen » Sat Oct 09, 2010 5:42 pm
I think it would be really useful if actors using voxel models could be translucent. This would allow Heretic and Hexen graphics to be voxelized in the manner of the current Doom voxelization project.
The simplest method I could think of would be "whole-model" translucency, as suggested by DavidPH: the voxel model would first be rendered onto a blank canvas, then translucency would be applied to that rendered graphic based on the actor's alpha, and that graphic would simply be rendered as a regular sprite.
Another way of rendering translucent actors would be to render each individual voxel as translucent depending on the actor's alpha property and the size of the actor. Larger actors which are not hollow would have lower alpha for each individual voxel than smaller actors which are not hollow, due to having more voxels in the middle.
I think it would be really useful if actors using voxel models could be translucent. This would allow Heretic and Hexen graphics to be voxelized in the manner of the current Doom voxelization project.
The simplest method I could think of would be "whole-model" translucency, as suggested by DavidPH: the voxel model would first be rendered onto a blank canvas, then translucency would be applied to that rendered graphic based on the actor's alpha, and that graphic would simply be rendered as a regular sprite.
Another way of rendering translucent actors would be to render each individual voxel as translucent depending on the actor's alpha property and the size of the actor. Larger actors which are not hollow would have lower alpha for each individual voxel than smaller actors which are not hollow, due to having more voxels in the middle.