Per Voxel Lighting! Good Idea or Bad Idea

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  • Опубліковано 22 гру 2024

КОМЕНТАРІ • 85

  • @capslpop
    @capslpop  7 місяців тому +15

    Here is the link to the code. Sorry its messy in advance 😅: www.shadertoy.com/view/lfdXRl

  • @dottedboxguy
    @dottedboxguy 7 місяців тому +82

    imo very good idea, i personally dig that look, but i know some don't, it's a matter of personal taste tbh

  • @a_puntato29
    @a_puntato29 7 місяців тому +97

    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!

    • @Aeduo
      @Aeduo 7 місяців тому +6

      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

    • @a_puntato29
      @a_puntato29 7 місяців тому +2

      ​​@@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

    • @Aeduo
      @Aeduo 7 місяців тому +2

      @@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.

    • @nicepotato5755
      @nicepotato5755 7 місяців тому +1

      Could some of the noise possibly be from youtube compression?

    • @a_puntato29
      @a_puntato29 7 місяців тому +2

      @@nicepotato5755 definitely not, considering the voxels are far bigger then youtube's pixels and the difference between each color in the ramp is noticeable

  • @RedBloxStudios
    @RedBloxStudios 7 місяців тому +55

    Good or bad idea? Wrong question.
    Cool idea B)

  • @captainbeatdown6254
    @captainbeatdown6254 7 місяців тому +16

    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.

  • @tritoner1221
    @tritoner1221 7 місяців тому +1

    Best idea.

  • @jennareynolds1403
    @jennareynolds1403 7 місяців тому +7

    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!

  • @delphicdescant
    @delphicdescant 7 місяців тому +2

    I've always preferred this to seeing the axis-aligned normals. This seems more pure and meaningful somehow.

  • @dareallando
    @dareallando 7 місяців тому +16

    it depends on the style you're going for tbh. i think it would be good in some circumstances but not every one.

  • @TurtleBoy-v9x
    @TurtleBoy-v9x 7 місяців тому

    So original that it took a bit to understand what was happening. Which means it’s PERFECT!!! Love things that break the norm.

  • @hunted4blood
    @hunted4blood 7 місяців тому +7

    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!

  • @gamerdragon4721
    @gamerdragon4721 7 місяців тому +2

    This looks so cool, love this art/graphics style!! :D

  • @MountainLabsYT
    @MountainLabsYT 3 місяці тому

    Looks amazing.

  • @TavishMcEwen
    @TavishMcEwen 7 місяців тому +10

    A game with this style seems interesting

  • @kleadron
    @kleadron 7 місяців тому

    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!

  • @PixelBrushArt
    @PixelBrushArt 7 місяців тому +14

    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.

  • @maymayman0
    @maymayman0 7 місяців тому +2

    this looks amazing!

  • @GabeRundlett
    @GabeRundlett 7 місяців тому +6

    Good idea

    • @GabeRundlett
      @GabeRundlett 7 місяців тому +2

      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

    • @capslpop
      @capslpop  7 місяців тому +2

      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?

  • @BaddCamden
    @BaddCamden 6 місяців тому

    This is very good! I would love to see how you did it!

  • @araghon007
    @araghon007 7 місяців тому

    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

  • @BarteG44
    @BarteG44 7 місяців тому

    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

  • @SomeRandomPiggo
    @SomeRandomPiggo 7 місяців тому

    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

  • @MinerGritz
    @MinerGritz 7 місяців тому +2

    Yo this looks cool, I might wanna try to figure out how to do this myself.

  • @system128
    @system128 7 місяців тому +3

    If done right, it looks fantastic! I have performance concerns with this,... or is the risk not there?

    • @capslpop
      @capslpop  7 місяців тому +3

      Actually, I belive that the lighting wont be very expensive to render once I implement cone tracing. Hopefully!

  • @SilverstringsMusings
    @SilverstringsMusings 7 місяців тому +1

    It looks cool but could use some refining. Definitely worth pursuing.

  • @NeedsMoreBirds
    @NeedsMoreBirds 7 місяців тому

    Very interesting!

  • @sjoerdev
    @sjoerdev 7 місяців тому +1

    GREAT IDEA

  • @Geniuscat44
    @Geniuscat44 7 місяців тому +1

    It looks nice tbh

  • @jajoothecoolman
    @jajoothecoolman 7 місяців тому

    Cool idea.

  • @jaedonwallace6434
    @jaedonwallace6434 7 місяців тому

    Could use some Ao and bounce light but looks super cool!

  • @II-Day-II
    @II-Day-II 5 місяців тому

    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.

  • @mm-rj3vo
    @mm-rj3vo 7 місяців тому

    Very very very good idea

  • @SpiritOfTheGalaxy143
    @SpiritOfTheGalaxy143 7 місяців тому

    It would be a great stylistic chose

  • @BradleyZS
    @BradleyZS 7 місяців тому

    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).

  • @jiinkC
    @jiinkC 7 місяців тому +1

    I'm a fan

  • @supericeg5913
    @supericeg5913 5 місяців тому +1

    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.

  • @EMLtheViewer
    @EMLtheViewer 7 місяців тому

    I like it 👍

  • @Jonas-Seiler
    @Jonas-Seiler 7 місяців тому

    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

  • @SuperchargedW12
    @SuperchargedW12 7 місяців тому +1

    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.

  • @shroovey
    @shroovey 7 місяців тому

    its missing light bouncing from the opaque circle AND the blur of the light like bluriness like its too sharp right now

    • @capslpop
      @capslpop  7 місяців тому

      Yea I can implement that! Been planning on adding cone tracing so that shouldn't be too hard to do.

  • @Monkeymario.
    @Monkeymario. 7 місяців тому +1

    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

  • @official-obama
    @official-obama 7 місяців тому +1

    the reflective walls look like bumpy metal

  • @stanmanguy4888
    @stanmanguy4888 7 місяців тому

    toggleable option perhaps? i love how it looks but how is it on performance with complicated geometry vs without per-voxel lighting

    • @capslpop
      @capslpop  7 місяців тому +1

      yea definitely will do that. I can even make an option to prebake the lighting on the fly and only update it periodically.

  • @ZarHakkar
    @ZarHakkar 7 місяців тому

    If you scale down the voxels a bunch I think it would look perfectly fine

  • @jn567
    @jn567 7 місяців тому

    Very interesting

  • @intern_ranked_employee
    @intern_ranked_employee 7 місяців тому

    wow, nice

  • @TheRealTheLights
    @TheRealTheLights 7 місяців тому

    depends on the game in question, looks very trippy but could see this in a very voxel focused game

  • @ahhhhhhhhhhhhhhhhhhhhhhhhh8625
    @ahhhhhhhhhhhhhhhhhhhhhhhhh8625 7 місяців тому

    It’s a very good idea

  • @mr_sauce_cooks
    @mr_sauce_cooks 7 місяців тому

    good, good idea

  • @Deckoromer
    @Deckoromer 7 місяців тому +1

    That's dope as fuck

  • @marselo1316
    @marselo1316 7 місяців тому

    is this less performance intensive than raytracing on regular shaped objects or nah? I know nothing abt this sort of thing

    • @capslpop
      @capslpop  7 місяців тому +1

      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.

  • @SqaushToons
    @SqaushToons 7 місяців тому

    Personally I think the lighting could look better but its a great idea

  • @OctagonalSquare
    @OctagonalSquare 6 місяців тому

    yes, good idea. Though, if that jittering is due to frame rate and it can't be optimized out, then maybe not

    • @capslpop
      @capslpop  6 місяців тому

      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!

  • @crimsoncuttlefish8842
    @crimsoncuttlefish8842 7 місяців тому

    TBH love it.

  • @truestbluu
    @truestbluu 7 місяців тому

    its cool but it seems to be quite laggy

  • @M4Dbrat
    @M4Dbrat 7 місяців тому

    It's the way it's meant to be

  • @modo_anonymato
    @modo_anonymato 6 місяців тому

    Pov: notch making the dev vlog of minecraft 2

  • @leonidillarionovich4113
    @leonidillarionovich4113 7 місяців тому

    cool

  • @bungler433
    @bungler433 7 місяців тому

    add moving objects

  • @ddxyzz
    @ddxyzz 7 місяців тому

    Very unique idea, but i think thats very too early for this kind of graphics

  • @PixelSubstream
    @PixelSubstream 7 місяців тому

    Streets of Sim City??

  • @PixelSubstream
    @PixelSubstream 7 місяців тому

    Looks like pre rendered windows 95 graphics but real time

  • @surfingmonkey8840
    @surfingmonkey8840 7 місяців тому

    IT LOOKS GOOD
    DO NOT SMOOTH IT
    IT LOOKS GOOD NO SMOOTH

  • @gdplayer1035
    @gdplayer1035 7 місяців тому

    looks weird
    this is 100% a good idea

  • @therealmusicfan64
    @therealmusicfan64 3 місяці тому

    This looks great, but will probably run like ass

  • @Xuricat
    @Xuricat 7 місяців тому

    This is really cool for fake 2d games!

  • @Baconator20000
    @Baconator20000 7 місяців тому

    This is what Minecraft does

  • @kameleon_rap
    @kameleon_rap 7 місяців тому

    An user @dottedboxguy said exactly what I wanted to

  • @user-es6wn6pz3e
    @user-es6wn6pz3e 7 місяців тому

    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.

    • @capslpop
      @capslpop  7 місяців тому

      Yeah, that would definitely help reduce the noise, especially for the mirror. Ill actually try that right now!

    • @capslpop
      @capslpop  7 місяців тому

      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 :)