Animated Voxel Grass | Voxel Dev Showcase
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- Опубліковано 20 бер 2024
- I recently made the particle rendering much more efficient, which allowed me to create a new particle type that emulates grass!
The Public Codebase:
github.com/GabeRundlett/gvox_...
If you want to chat with other community members and me, join my Discord!
/ discord
My website:
www.gaberundlett.com
GPU: RTX 3070 (8GB VRAM)
CPU: AMD Ryzen 7 5800x (8 core/16 thread)
RAM: 16GB 2667 MHz DDR4 - Наука та технологія
Everyday we come closer to cracking John Lin's code
You'll be excited to see what I'm posting tomorrow 😉
@@GabeRundlett 😯
I’m already excited 🤯
John Lin's old code, that is. Who knows what he's been cooking all this time...
@@GabeRundlett fluids 0.0
I absolutely love the effect you get when you zoom out in PBR voxel engine, when voxels are smaller than pixels on your screen it just looks like reality. Microvoxels is the future!
this is so beautiful and i cant believe how you can remove and add so many voxels so quickly without lag
it's all done on the GPU!
@@GabeRundlett WOW that is impressive
dude made me wanna learn about voxel, now i'm learning Rust and doing weird ass shit with shaders and javascript.
Yes! keep it up!
Wow this looks amazing. This is like the dream game I’ve always wanted to play as a child.
Omg it looks so good during the sunset
the Minecraft mod that removes cubes from terrain but done right
Grass looks very amazing, lighting with time of day is also beautiful, removing (digging) and placing chunks of dirt or sten with grass looks fairly functional and very optomized, I love it.
I love the shading/lighting whether intentional or not. Awesome
Being able to edit these shaders on the fly is such a flex. Great job! Looks awesome 👍
God damn that's unbelievably beautiful. Good looking voxel stuff just tickles my brain in all the right spots.
gorgeous. I noticed some z-fighting at the bottom of the screen after you toggle on the discreetness.
Yep... they are rasterized 😭
Looks beautiful
Honestly, one of my dreams is making something like this. Awesome stuff! I'd be interested to know what language you wrote this in.
mostly GLSL, check the repo out if you're curious. It's linked in the description!
@@GabeRundlett Thank you!
wow, just like wow.
Nice good stuff man
my guy this is beautiful
looking fresh 🔥
I love voxels 😍
That is so cool!
this is awesome sauce.
BY TALOS!
ITS SOOOO PRETTY!
Wow this is sick! And FOSS????
Yes sir!
hihi back again!
two things:
imo, the grass colour in this video, being different from the ground colour green, pops a lot more than the colour in ur latest one (with the dense grass) i reckon, so u can differentiate it more than "moving wavy ground" and adds a bit more depth (idk what im talking about haha)
also, noticed in ur project tree u had one cmake file. ive been trying to migrate from makefile to cmake and restructure my program for a few days now and its just extremely over the top of my head!
can u explain why u went down the single cmake route, and cmake in general above other compilation methods? also if this is weird to ask sry but could u also explain ur project layout? like is there proper methods relating to what files go where, what modules and namespaces have what and how it all slots together?
thanks!
Yes, I prefer the coloration of the grass here, and it's the style I've decided on for now. As for the overall project structure, I'm not sure my structure is very good. I just refactor it as I see necessary, and the way things are organized is not great for compile times I don't think. It took a long time for me to feel very comfortable with CMake, it's awful, but it's the best C++ has to offer for a build-system :/
Woah!
Is there any chance you'd undertake a project like this in Unity? I'm sure you'd make a tonne of cash if you sold it on the asset store.
Thanks! I don't think so, I have no experience with unity or unreal, and I'm not terribly interested in learning how to use them. If I'm going to make an addon for an existing engine, I'd want to actually be familiar with existing workflows to make it actually good to use.
John lin's 2
More beautiful than my wife
Young man 😅
Will it ever be released or is it private?
It's all public, free, and open source. I need to update the descriptions of the showcase videos to have my links and stuff... let me do that real quick
personally i like the smooth motion as opposed to the quantized motion. its too jarring otherwise imo
TAA prefers the smooth motion too 😅 I'm a bit torn though.
@@GabeRundlett in the video you show it as a slider. i take it the particles are used as reference for the ray march and will not need to align to the true voxel grid for other things? if so then i say keep it as a setting the user can control: "smooth particle motion". if a simiar thing could be done for other dynamics too. hrm... i wonder how problematic "smoothed motion" or "animated" voxels would be... so lets say you have a tree limb and it has a motion to it. what would happen if, instead of visually snapping the render to the new "frame" it did some sort of smoothed transition. i may be getting ahead of things there. i just remember another old voxel world video doing animated trees and the snapping was quite unpleasant
👀
When the sun light hit the hill, it's really beautiful.
I've always wondering how engines of this type animate things like grass. Do you think this engine uses the same technique? ua-cam.com/video/wmjWOY6C3so/v-deo.html&ab_channel=xima . Or are there other techniques to animate stuff in raytraced engines?
Thanks.
I don't think Xima does the same thing for grass specifically. I think that Xima's grass is a model that's being procedurally offset in the intersection code. There are several ways to animate voxels, such as particles like mine, modulating space like Xima, or even creating multi-frame models to cycle through the frames just like a video file would (but extended to 3D). To be clear, I'm not 100% sure that's how Xima does his grass, I just am guessing
@@GabeRundlett Thanks!
I've asked him, just out of curiosity but never got an answer :p
I'll be waiting for your next video :)
@@niuage actually watching his video again, I'm 100% sure it's space modulation dependent on the block type. If it wasn't clear, Xima's "voxels" are actually each 8x8x8 block, which are made up of an 8x8x8 instanced model of these sub-voxels. In the video, you can see the model inside shifts around inside the 8x8x8 bounding box, and even sometimes clips the edges. This results in the little voxels being cut in half, because they can't go outside the bounds of the 8x8x8 box.
@@GabeRundlett Oh interesting, I did notice the clipping as well now that you mentioned it!
This isn't voxel, it is just a lot of cubes. Voxels should exist on a grid and they can't move like in 1:09
You're absolutely right, the grass blades are essentially particles, and therefore I can render them however I like. As the rest of the application is voxels, I prefer the style of making them look like voxels!