Shaders for voxels

Moderator: GZDoom Developers

User avatar
Alfred Don
Posts: 44
Joined: Mon Aug 01, 2022 11:52 am

Shaders for voxels

Post by Alfred Don »

I think it would open up a lot of possibilities if you could put shaders on voxel models like you can with regular models, and since they're converted into polygon meshes at runtime, it should be feasible.
Professor Hastig
Posts: 255
Joined: Mon Jan 09, 2023 2:02 am
Graphics Processor: nVidia (Modern GZDoom)

Re: Shaders for voxels

Post by Professor Hastig »

What do you mean by "putting shaders on Voxels"?
If you just mean proper lighting, that's not so easy due to the blocky nature of voxels, it just won't look good.
If you mean shader effects, attached to a texture, that's simply not possible because voxels have no texture that could be manipulated.
User avatar
Nash
 
 
Posts: 17465
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: Shaders for voxels

Post by Nash »

Yeah voxels in GZDoom aren't the traditional "3D model" as most people understand them. They aren't authored by an artist, they got no logical UVs or textures (even if you COULD bind shaders on the voxel materials, they most likely will not look and behave the way you'd expect them to)... they're just 3D meshes generated programmatically
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49183
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Shaders for voxels

Post by Graf Zahl »

This is far too vague for a feature request, aside from the technical issues with voxels that make it hard to treat them like other models. Maybe if we get a better polygonizer than what we currently have, one that can smooth edges and create proper normals.

Return to “Closed Feature Suggestions [GZDoom]”