lachlanmcdonald / magicavoxel-shaders Goto Github PK
View Code? Open in Web Editor NEWA collection of shaders for MagicaVoxel to generate geometry, noise, patterns, and simplify common and repetitive tasks.
License: Other
A collection of shaders for MagicaVoxel to generate geometry, noise, patterns, and simplify common and repetitive tasks.
License: Other
In the shader documentation under the "Parameters" section you write "...In previous versions of MagicaVoxel, there was a limit to the number of parameters which could be passed to a shader. In current versions, this limit no longer applies."
It would be nice to mention which "versions" are we talking about. Also, on which platform(s) was this statement concluded. As of March 30, 2022 I am using the latest version of MV on the Mac (0.99.6.2) and the number of parameters are maxing out at 16!!!
Hey guys,
I was wondering if it was possible to choose the axis of the shader?
I don't know if I'm missing something, but after lots of researching and trying out different things, I can't seem to find a way to get your voxel shaders (brushes in this instance) to work on a wall (Y axis only). I don't know if this is due to a lack of understanding MagicaVoxel or something else, but it seems that all of your brushes work as expected when applied a surface over the Z axis, but when applied on a wall, they all end up as straight vertical lines.
I'm on MagicaVoxel 0.99.6.2 and working with the shaders' latest master branch.
Thanks a ton!
Hello. I'll start by saying that contacting you is the last option left for me. I can not cope with the shader from your package, namely 'cover'. I have no idea how to use it to work as you show in the examples on the wiki. Can you explain to me how it works? I'm probably too stupid to use it and am doing something wrong, but I can't find anywhere an example of how others work with this shader.
I followed the instructions (pasted the shader folder into the project folder), but I cannot find the following tools: Slice, Noise, Outline, Soil, Sand, Grid, Lines.
Also The flood tool does not seem to do anything.
Thank you so much for building these awesome shaders, I hope you can help me with this issue so that I can use them.
Hi there, I've been using your shaders for a very long time now, and in the past your readme pages had info with test command examples.
I'm looking at the case shader at the moment, and there's no text explaining how to add an axis argument — I've tried xs case x 12
, xs case 12 x
, xs case xy 12
, etc. The shader panel only has colour options and doesn't have axes to choose from.
I even used wayback archive to access your older instructions, and it seems they never actually explained how to target axes.
Could you be so kind to:
Thank you so much in advance.
Update the zigzag2
, zigzag3
and zigzag_range
shaders to match the same approach as the new diagonal
shader.
Hello, I tried to use your sand shaders vor my voxel art but I can't see how to properly use it with a different color from my object.
It seems it worked some time here https://youtu.be/072AigUiP_k?t=338
Actually I have the Magicavoxel 0.99.6.4 version.
Have a great day,
Will
Hi, I know there hasn't been much contribution to this for a while, however I think it would be very helpful to be able to create masonry lines around the bricks, is anyone about to create this shader at all? I would greatly appreciate it!
Other notes
See:
To do:
I came across this some work by Dimitris Ladopoulos and thought a shader to generate Treemap style effects would be awesome and perfect for Magicavoxel.
Example renders from their site.
Other changes
clamp
removed from a number of shaders to fix bugs with some hardware. clamp
is still used within the truchet, cellular2D, and cellular3D shaders.mod
functionA number of shaders can use color_sel()
, instead of specifying the color index.
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