i think it just needs to be smoothed, right now there's alot of noise with how the light hits objects as a pixel artist, its nice to see you made the hues shift along with the brightness/value!
vertex lighting might make it appear a bit better, but I think it'd make the sampling errors even more confusing. That is, where you can see the light coming in through the slats on the ceiling producing kinda "aliasing", where it looks like there are fewer slats, would just look extra weird with smooth/vertex lighting. I think it being blocky face lighting plays to the aesthetic a bit better. :p
@@Aeduo I dont exactly mean aa, there's a lot of noise which make it a bit more difficult to look at, as well as larger vertical gaps in the light, which really shouldn't arise considering the slats are horizontal edit: looking at it again after making my comment, it might be a slightly strange dithering pattern, but I still think it should be changed because dithering does not work on this scale or in this type of format at all
@@nicepotato5755 definitely not, considering the voxels are far bigger then youtube's pixels and the difference between each color in the ramp is noticeable
I have been looking for something like this! I think voxel art should look like pixel art, not a screenshot of minecraft with shaders. I want the voxels to disappear into a larger form. Great work!
I think you just need to use harsher lighting conditions and a scene with more descerable details for it to look good. But every rendering system comes with stylistic constraints, that's the fun of it! For example between 0:31 and 0:36 the shadows on the floor look really good because they're so sharp, but at the same time the lack of an obvious transition between the floor and it's reflection makes the scene look weird because my eye wants the line of the floor to continue smoothly instead of becoming jagged with its pixelated reflection. If you had a pattern on the floor I think your brain would have an easier time resolving the scene. I think it's a cool as heck lighting system though. You should definitely pursue it further!
I've been waiting for someone to finally do this. I've despised how many people just apply normal shading ontop of the voxels, and it always just looks out of place.
Though it seems like the lighting angle applied to the sphere is snapped in some way... I don't get why it looks like the lighting is snapping when the sun angle is changing
Yea I am not sure how to fix it. Its like when the ray is cast from the shpere it intersects with its self not sure how tofix that though. Maybey steping out in the direction of the normal vector first?
Reminds me of the hours I spent looking at VXGI visualizations. Those guys used cone tracing, which.. I still don't quite know the difference, but it worked well
Looks great! If you could combine it with a rasterizer for fast-er volumetric lighting that would be awesome. UE4 does something similar called Voxel Cone Tracing
I think your specular reflecions are a bit weak? Fixing the sun and rotating the camera, I don't see any change in the ball's specular reflections. Even removing the specular component completely makes no difference. It might just be messy normals, the back wall has decent enough specular reflections when viewed from behind. I think you could also do with some GI, lower ambient strength and tonemapping. It's really cool though! The godrays are pretty. There also seems to be some temporal effect that I don't quite understand, but it's visible when viewing the mirror from behind.
It maybe could use darker shadows (ones that go towards black or at least a significantly darker colour than the base). Raytracing (removing ambient light in favour of reflected light) may be a bit much, but maybe it could be faked by scaling the ambient light based on lit objects/voxels (as if they were emiting a point light).
From a performance standpoint this is a good idea with such small voxels as you're not casting a lot of rays, but aesthetically this approach seems a bit strange as half of the video I didn't even understand what was going on here.
looks interesting but needs some work, though I'm not really proficient in computer graphics, so my only suggestion would be to try and see what it looks like with (much) higher voxel density
Every time I see a new upcoming voxel-based game I am a little dissapointed by its visuals by I would definitely play this. Perhaps some people see the noise in the light-projection as imperfect but I don't care, I'd play a little survival game if you made one.
this is how old ROBLOX graphics work! but in old roblox its smoothened and the spectular shading and shading is still per pixel just the shadows and lights usef per voxel lighting
I still have many optimizations to make. Using this technique should be a lot faster than traditional raytracing. Much of the noise will disappear with the optimizations too. Hopefully, haha!
I think it would be cool if you did some supersampling on the lighting. Calculating the light at like 8 points per voxel and averaging the value to reduce noise. Also, maybe it would look cool to have multiple sections of light calculations per voxel, like splitting the voxel into 8 sub-voxels and applying a light calculation for each sub-voxel.
Ok just added it to the code. The mirror is kinda hacked in but I made it do 4 samples extra for the mirror. It looks way better! Thanks for the comment :)
Here is the link to the code. Sorry its messy in advance 😅: www.shadertoy.com/view/lfdXRl
imo very good idea, i personally dig that look, but i know some don't, it's a matter of personal taste tbh
i think it just needs to be smoothed, right now there's alot of noise with how the light hits objects
as a pixel artist, its nice to see you made the hues shift along with the brightness/value!
vertex lighting might make it appear a bit better, but I think it'd make the sampling errors even more confusing. That is, where you can see the light coming in through the slats on the ceiling producing kinda "aliasing", where it looks like there are fewer slats, would just look extra weird with smooth/vertex lighting. I think it being blocky face lighting plays to the aesthetic a bit better. :p
@@Aeduo I dont exactly mean aa, there's a lot of noise which make it a bit more difficult to look at, as well as larger vertical gaps in the light, which really shouldn't arise considering the slats are horizontal
edit: looking at it again after making my comment, it might be a slightly strange dithering pattern, but I still think it should be changed because dithering does not work on this scale or in this type of format at all
@@a_puntato29 ah ok. I was only observing the aliasing. I'm guessing the way they're casting the rays might have some issues too.
Could some of the noise possibly be from youtube compression?
@@nicepotato5755 definitely not, considering the voxels are far bigger then youtube's pixels and the difference between each color in the ramp is noticeable
Good or bad idea? Wrong question.
Cool idea B)
Be honest I always love per-voxel lighting it gives an inviroment a vibe i can't describe would love to see games use a style like this.
Best idea.
I have been looking for something like this! I think voxel art should look like pixel art, not a screenshot of minecraft with shaders. I want the voxels to disappear into a larger form. Great work!
I've always preferred this to seeing the axis-aligned normals. This seems more pure and meaningful somehow.
it depends on the style you're going for tbh. i think it would be good in some circumstances but not every one.
So original that it took a bit to understand what was happening. Which means it’s PERFECT!!! Love things that break the norm.
I think you just need to use harsher lighting conditions and a scene with more descerable details for it to look good. But every rendering system comes with stylistic constraints, that's the fun of it! For example between 0:31 and 0:36 the shadows on the floor look really good because they're so sharp, but at the same time the lack of an obvious transition between the floor and it's reflection makes the scene look weird because my eye wants the line of the floor to continue smoothly instead of becoming jagged with its pixelated reflection. If you had a pattern on the floor I think your brain would have an easier time resolving the scene.
I think it's a cool as heck lighting system though. You should definitely pursue it further!
This looks so cool, love this art/graphics style!! :D
Looks amazing.
A game with this style seems interesting
I've seen per-voxel lighting (as in, shading the whole voxel a color), but I haven't seen per-voxel reflections. that looks very neat!
I've been waiting for someone to finally do this. I've despised how many people just apply normal shading ontop of the voxels, and it always just looks out of place.
this looks amazing!
Good idea
Though it seems like the lighting angle applied to the sphere is snapped in some way... I don't get why it looks like the lighting is snapping when the sun angle is changing
Yea I am not sure how to fix it. Its like when the ray is cast from the shpere it intersects with its self not sure how tofix that though. Maybey steping out in the direction of the normal vector first?
This is very good! I would love to see how you did it!
Reminds me of the hours I spent looking at VXGI visualizations. Those guys used cone tracing, which.. I still don't quite know the difference, but it worked well
looks very cool and unique. As long as it's not that much more resource intensive than normal lighting then it's a very good idea
Looks great! If you could combine it with a rasterizer for fast-er volumetric lighting that would be awesome. UE4 does something similar called Voxel Cone Tracing
Yo this looks cool, I might wanna try to figure out how to do this myself.
If done right, it looks fantastic! I have performance concerns with this,... or is the risk not there?
Actually, I belive that the lighting wont be very expensive to render once I implement cone tracing. Hopefully!
It looks cool but could use some refining. Definitely worth pursuing.
Very interesting!
GREAT IDEA
It looks nice tbh
Cool idea.
Could use some Ao and bounce light but looks super cool!
I think your specular reflecions are a bit weak? Fixing the sun and rotating the camera, I don't see any change in the ball's specular reflections. Even removing the specular component completely makes no difference. It might just be messy normals, the back wall has decent enough specular reflections when viewed from behind. I think you could also do with some GI, lower ambient strength and tonemapping. It's really cool though! The godrays are pretty. There also seems to be some temporal effect that I don't quite understand, but it's visible when viewing the mirror from behind.
Very very very good idea
It would be a great stylistic chose
It maybe could use darker shadows (ones that go towards black or at least a significantly darker colour than the base). Raytracing (removing ambient light in favour of reflected light) may be a bit much, but maybe it could be faked by scaling the ambient light based on lit objects/voxels (as if they were emiting a point light).
I'm a fan
From a performance standpoint this is a good idea with such small voxels as you're not casting a lot of rays, but aesthetically this approach seems a bit strange as half of the video I didn't even understand what was going on here.
I like it 👍
looks interesting but needs some work, though I'm not really proficient in computer graphics, so my only suggestion would be to try and see what it looks like with (much) higher voxel density
Every time I see a new upcoming voxel-based game I am a little dissapointed by its visuals by I would definitely play this. Perhaps some people see the noise in the light-projection as imperfect but I don't care, I'd play a little survival game if you made one.
its missing light bouncing from the opaque circle AND the blur of the light like bluriness like its too sharp right now
Yea I can implement that! Been planning on adding cone tracing so that shouldn't be too hard to do.
this is how old ROBLOX graphics work! but in old roblox its smoothened and the spectular shading and shading is still per pixel just the shadows and lights usef per voxel lighting
the reflective walls look like bumpy metal
toggleable option perhaps? i love how it looks but how is it on performance with complicated geometry vs without per-voxel lighting
yea definitely will do that. I can even make an option to prebake the lighting on the fly and only update it periodically.
If you scale down the voxels a bunch I think it would look perfectly fine
Very interesting
wow, nice
depends on the game in question, looks very trippy but could see this in a very voxel focused game
It’s a very good idea
good, good idea
That's dope as fuck
is this less performance intensive than raytracing on regular shaped objects or nah? I know nothing abt this sort of thing
Right now it should be faster but on bigger scenes, it could even be slower. But once I add some performance stuff it should be a lot faster.
Personally I think the lighting could look better but its a great idea
yes, good idea. Though, if that jittering is due to frame rate and it can't be optimized out, then maybe not
I still have many optimizations to make. Using this technique should be a lot faster than traditional raytracing. Much of the noise will disappear with the optimizations too. Hopefully, haha!
TBH love it.
its cool but it seems to be quite laggy
It's the way it's meant to be
Pov: notch making the dev vlog of minecraft 2
cool
add moving objects
Very unique idea, but i think thats very too early for this kind of graphics
Streets of Sim City??
Looks like pre rendered windows 95 graphics but real time
IT LOOKS GOOD
DO NOT SMOOTH IT
IT LOOKS GOOD NO SMOOTH
looks weird
this is 100% a good idea
This looks great, but will probably run like ass
This is really cool for fake 2d games!
This is what Minecraft does
An user @dottedboxguy said exactly what I wanted to
I think it would be cool if you did some supersampling on the lighting. Calculating the light at like 8 points per voxel and averaging the value to reduce noise. Also, maybe it would look cool to have multiple sections of light calculations per voxel, like splitting the voxel into 8 sub-voxels and applying a light calculation for each sub-voxel.
Yeah, that would definitely help reduce the noise, especially for the mirror. Ill actually try that right now!
Ok just added it to the code. The mirror is kinda hacked in but I made it do 4 samples extra for the mirror. It looks way better! Thanks for the comment :)