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Voxel Doom stands out too much with filtering on

Posted: Sat Nov 18, 2023 8:25 am
by Darkcrafter
The Voxel Doom mod by Cheelo is something I really like and the models appear to stand out too much with bilinear filtering on in the game, they also don't cast shadows that look pretty nice. Is there a solution to blur them somehow or render those voxels as if they were sparse clouds of blurred pixels and looked blurrier when observed closer?

Can they be made to look like this? https://poly.cam/tools/gaussian-splatting

While the chance is here to speak more about voxels... in any way they're way more resource hungry which raises up another question of using LODs but there's a catch, you can not do it unless monster corpses are shot from all 8 angles, the wonderful cheelo's mod allows us to create such shots with ease and supply it with recommended mods when done right?

https://imgur.com/a/PYLHs2z

Re: Voxel Doom stands out too much with filtering on

Posted: Fri Nov 24, 2023 1:46 am
by Professor Hastig
Darkcrafter wrote: Sat Nov 18, 2023 8:25 am While the chance is here to speak more about voxels... in any way they're way more resource hungry which raises up another question of using LODs but there's a catch, you can not do it unless monster corpses are shot from all 8 angles, the wonderful cheelo's mod allows us to create such shots with ease and supply it with recommended mods when done right?
LODs won't help you much here. They'd only mean you need to upload even more data to the GPU. It is similar to using mipmaps for 2D in terms of memory use. They are useful for software rendering because they reduce the number of calczulations per pixel at the cost of using more memory, but with the current state of rasterization pipelines the higher amount of vertices for always using the fully detailed version is completely irrelevant.

Re: Voxel Doom stands out too much with filtering on

Posted: Mon Nov 27, 2023 8:11 am
by Anim8
There is the relite mod which can generate shadows for voxels.
As for blurring could try using different shaders to blur, or maybe a try find a DoF type shader.

Took some examples:

Voxels + Shadows + Blur Shader (Blur strength set to 100%)
https://u.cubeupload.com/Anim8/a65BaseP ... eensho.png

Voxels + Shadows + Paint Shader
https://u.cubeupload.com/Anim8/ab6BaseP ... eensho.png

Voxels + Shadows + Lower Res Shader (Pixelate)
https://u.cubeupload.com/Anim8/819BaseP ... eensho.png

Re: Voxel Doom stands out too much with filtering on

Posted: Mon Nov 27, 2023 8:49 am
by Darkcrafter
Professor Hastig wrote: Fri Nov 24, 2023 1:46 am LODs won't help you much here. They'd only mean you need to upload even more data to the GPU. It is similar to using mipmaps for 2D in terms of memory use. They are useful for software rendering because they reduce the number of calczulations per pixel at the cost of using more memory, but with the current state of rasterization pipelines the higher amount of vertices for always using the fully detailed version is completely irrelevant.
That also means it will unload the CPU overhead a bit as there's less triangle to send from CPU to GPU so it would help anyway.
Anim8 wrote: Mon Nov 27, 2023 8:11 am There is the relite mod which can generate shadows for voxels.
As for blurring could try using different shaders to blur, or maybe a try find a DoF type shader.
These examples don't look right to me as I'd want to keep the world geometry rendering untouched by such shaders. The idea on on making a special shader based on DOF is great on the other hand, there must be a variety of fields with different blur sizes, like 3:

1) distant objects may be neglected from the processing as these tend to not demonstrate pixelization at long distances but could still be took into account to achieve more consistent look, adding just a slight bit of blurring to them.
2) middle field objects;
3) close objects;

I didn't know about such a mod that could make voxels to cast shadows, thanks!