What's new in MagicaVoxel 0.99.6.2 Pre-release
Sep 27, 2020
- New Unified Material System[06/30/2020]:
- Blend Material: weighted blending Metal/Plastic/Glass/Cloud materials (similar to Disney Principled BRDF).
- SSS Material: sub-surface scattering. transparency tp control light transmission. density to control light scattering.
- Aborb/Scatter/Emissive Media Material: emissive cloud. can be contained in the glass with ior > 1.
- Improved Alpha Blending: glass material, absorb media type, density = 0, ior = 0, transparency > 0
- New Transform and Voxel Shader Brushes[09/26/2020]:
- Refactored the brush menu and add icons.
- Voxel Shader Brush to use Voxel Shaders interactively and directly.
- Transform->Scale Brush : live scale models, point sampled, low quality but fast.
- Transform->Wrap Brush : live wrap/crop models with mirroring and spacing modes.
- Geometry Mode->Line/Square/Circle: the old center mode is combined with the old line mode
- World Editor->Pattern and Wrap Brush: can create patterns from selected object (check the pattern model menu on the right panel).
- Rotate Transform Brush [09/26/2020]:
- Axis rotate : press any inner circle.
- Screen rotate : press the outer circle.
- Sphere rotate : press any point inside the outer circle.
- Snap rotate : press SHIFT or SHIFT+ALT to snap angle to multiple of 5 or 15.
- Voxel Shader[09/13/2020]:
- no need to define id for arguments.
- use var to define alias of arguments. same as float var = i_args[id];.
- can import and export arguments values.
- can display compile errors in the console window.
- can get color selections via: color_sel().
- can get palette color via: palette().
- increase number of arguments to 16.
- add interation number to the interface.
- Editing[09/26/2020]:
- Boolean operations for groups and objects.
- Modify->Mask/Texture: mask and texture models with pattern models.
- Sort: only sorts selected colors if number of selection is greater than one.
- command log: display count of models, scene size, count of voxels for each color, etc.
- command shear [axis] [scale] [scale] shear model, e.g. shear z 0.2 0.2 .
- Camera Control Panel[09/26/2020]:
- click the arrow on the bottom bar to show the camera control panel.
- can change camera global/local position, pitch/yaw/roll angles, save/load camera slots, etc.
- press SHIFT to change values in smaller steps.
- the nine values can also be modified by cmds cam x/y/z tx/ty/tz rx/ry/rz
- Pattern Pack[09/26/2020]:
- can load all the models in a project as a pattern pack.
- can create pattern pack from multiple selected objects.
- use left/right mouse button to rotate the preview model; use mouse wheel to zoom in/out.
- use 1/2 to select previous/next color in the palette.
- use 3/4
- use ctrl+alt to switch to pattern tool.
- use ctrl to switch to free move tool.
- use ESC to switch between pattern/move brush and select brush in the world editor.
New in MagicaVoxel 0.99.6.1 Pre-release (Sep 13, 2020)
- New Unified Material System:
- Blend Material: weighted blending Metal/Plastic/Glass/Cloud materials (similar to Disney Principled BRDF).
- SSS Material: sub-surface scattering. transparency tp control light transmission. density to control light scattering.
- Aborb/Scatter/Emissive Media Material: emissive cloud. can be contained in the glass with ior > 1.
- Improved Alpha Blending: glass material, absorb media type, density = 0, ior = 0, transparency > 0
- New Transform and Voxel Shader Brushes:
- Refactored the brush menu and add icons.
- Voxel Shader Brush to use Voxel Shaders interactively and directly.
- Transform->Scale Brush : live scale models, point sampled, low quality but fast.
- Transform->Wrap Brush : live wrap/crop models with mirroring and spacing modes.
- Geometry Mode->Line/Square/Circle: the old center mode is combined with the old line mode
- Voxel Shader:
- no need to define id for arguments.
- use var to define alias of arguments. same as float var = i_args[id];.
- can import and export arguments values.
- can display compile errors in the console window.
- can get color selections via: color_sel().
- can get palette color via: palette().
- increase number of arguments to 16.
- Editing:
- Boolean operations for groups and objects.
- Modify->Mask/Texture models with pattern models.
- Sort only sorts selected colors if number of selection is greater than one.
- command log can display count of models, scene size, count of voxels for each color, etc.
New in MagicaVoxel 0.99.6.0 Pre-release (Jul 1, 2020)
New in MagicaVoxel 0.99.4 (May 30, 2019)
- Cloud material, GGX MIS and translucent shadow
New in MagicaVoxel 0.99.1 Alpha (Mar 12, 2018)
- Renderer (hidden menu):
- Atmospheric Scattering Skydome : Rayleigh/Mie scattering
- Bladed Bokeu : for large depth of field
- Stretched Bloom Filter
- Grids : can change Spacing, Width, and Color
- Field of View (FOV) : change range to : 1-360
- Fix some bugs : e.g. Bloom dark points
- more options are saved into file, format is changed as well
- Editor:
- Align Objects in Editor
- New object is using last model size
- Fix importing files with unicode paths
- Add default export and snapshots folders in config
- View Cube:
- smooth camera transition
- click the cube face/edge/vertex to set to 26 standrad view angles (90/45)
- left-drag the view cube to rotate view
- hotkey "4" to recenter view; hotkey "5" to 6 face view (front, back, etc.)
- "Z+left drag" to zoom view
- "X+left drag" to rotate view
- "space+left drag" to move view
- "7/8" to save/load view
New in MagicaVoxel 0.99 Alpha (Nov 27, 2017)
- World Editor
- Support multiple objects
- Larger scene area : (-1024, +1024)
- Group objects
- Reference objects/groups : modify one of references will affect the others
- Transform objects : rotate, flip, move
- Rectangle select : "SHIFT" to add selection, "ALT+SHIFT" to remove selection
- Translation gizmo and free movement : "Shift+move" to get a referenced copy
- Union combine objects
- Copy/paste objects between world editor and model editor
- Hide objects
- Change order of objects for drawing and combination
- Layers : to hide objects with same layer tag
- Hotkey "TAB" to switch between model editor and world editor
- Hotkey "TAB"/"SHIFT+TAB" to enter/leave groups
- Renderer
- Performance is optimized
- Support larger volume : 512x512x512, 1024x512x256 or 1024x1024x128
- Can copy/paste materials [CTRL+C/V] or Matter->C/P
- Rendering settings are saved into file : lighting, lens, ground/edge colors, etc.
- Blooming effect is automaticlly calculated, and can be paused as well
- Can display constant color background : View->Back
- View Cube
- Smooth camera transition
- Click the cube face/edge/vertex to set to 26 standrad view angles (90/45)
- Left-drag the view cube to rotate view
- Hotkey "4" to recenter view; hotkey "5" to 6 face view (front, back, etc.)
- "Z+left drag" to zoom view
- "X+left drag" to rotate view
- "space+left drag" to move view
- "7/8" to save/load view
- Edit
- Auto-saved to "cache/" folder every 25 steps
- Ui scaling for high dpi screen : enter "ui scale 1.5" in console or change "ui_scale" in config.txt
- Panel is scalable (some uis are hidden behind)
- Palette : pick color from screen : "ALT+left drag"
- Lower CPU usage : only redraw when needed"
New in MagicaVoxel 0.98.2 (Apr 20, 2017)
- Bloom:
- click the button in Bloom section to calculate bloom effect when any rendeirng setting has been changed
- it has its own progress bar, and uses the same number of samples on the top
- adjust the weight with the slider, it will not restart rendering
- it will enable "Camera->ACES" automatically
- Bokeh
- it has larger aperture size for DOF (depth of field)
- HDR Emissive Material:
- formula is changed to "Emit * (10 ^ Power)"
- "Glow" is only used to enhance Bloom and Bokeh effects
- Pause Rendering and Instant Feedback:
- click Image->"||" to pause progressive rendering
- enable "Sample->GI"
- every change of material will be immediately displayed in viewport
- *expensive option, higher end GPU recommended
- Sky Background:
- enable "View->Back" [CTRL+B] to display sky as background
- the fading ground into horizon is controled by "Fog" slider
- for real fog, enable "Fog" firstly
- Ground Material:
- now you can use "Alt+LButton" to click the ground, and then assign "Metal" material to it
- Pixelated Rendering:
- turn off "View->AA" to disable Anti-Aliasing and set image size small (128, e.g.)
New in MagicaVoxel 0.98 (Apr 20, 2017)
- Frame Based Animation:
- support up to 24-frame animation
- [Ctrl+Drag] to move frame, [Ctrl+Shift+Drag] to duplicate frame
- press on the prev/next button to play animation (you can also change time step)
- drag and drop multiple models to import as animation
- it can also be used for other purposes, like assets of same category
- However, features of importing and exporting anim are not fully supported yet
- New Interface:
- materials are saved into vox file now
- if there is unsaved changes, the tiny button besides name field will become orange, click it to save
- program will ask for saving changes when open new models or close program
- click the title of each panel to close it
- Tool->Scale, Repeat, Rotate is removed, instead, use console commands "scale, repeat, rot"
- Voxel Shader also supports generating anim now:
- [New inputs]
- iFrame : current frame index
- iNumFrames : total num of frames
- iIter : current iteration index
- iRand : a vec4 random number updated every iter and frame
- [New Options]
- n : specify number of iterations, eg. xs -n 8 [shaderName]
- prev/-cur : specify input frame, -prev for previous frame, -cur for current frame (default is -prev)
New in MagicaVoxel 0.97.5 (Apr 20, 2017)
- Fog Scattering : can scatter all types of lights (Sun/Sky/Area):
- only works in Pers/Free camera modes
- works for glass/metal materials (can get reflection/refraction from sun light)
- surface can also be lit by scattered light
- can create light shafts
- can create background with small fog density
- fog color mainly depends on light color and in-scattering color
- Ground is changed to infinity large in all camera modes
- Optimized shaders by removing unused branches
New in MagicaVoxel 0.97.4 (Aug 1, 2016)
- New Emissive Area Lighting
- Emit->Power : Radiant Flux for Area Lighting
- Emit->Glow : Energy loss on closer surface
- Emit->Total : Total power for all voxels or power density
- Hints :
- requires "GI" option enabled for advanced effects
- only supports Cubic/RG/RE voxel shape
- for small but strong light source (eg point lights), use Emit->Total
- recommended using lower image resolution (eg 640x480) when adjusting parameters
- for better quality of final image, recommended using more samples (eg 5000)
- not very robust for this version (has several potential artifacts)
- if it is still too dark, do not forget to use Post->E to increase exposure
- Fix several artifacts for "Glass" material
New in MagicaVoxel 0.97.3 (Aug 1, 2016)
- New Metal/Plastic Material with GGX NDF
- Post Effect
- Post->E : Exposure, when the scene is too dark, you can increase this
- Post->V : Vignette
- Camera->G : Gamma Correction
- Pick up Sun/Sky Color from Palette
- Better Quality of Soft Shadow
- Sample->GI : on the top right, enable stochastic sampling for better indirect illumination
- it's slower (~50%) and noisy (requires 3000+ samples)
- use it for indoor scenes, larger exposure, or final render
New in MagicaVoxel 0.97.2 (Aug 1, 2016)
- Export->bake : bake voxel mesh with ambient occlusion and soft shadow :
- must support the built-in renderer, if program crashed, recover model from "cache/"
- it may take from several seconds or half a minute, depending on machine, model, and sample number
- set sample number, direction and intensity of light sources in renderer mode
- config->bake->perface : bake per face (pixelated) or per vertex (smooth)
- config->bake->ambient : constant ambient color to make scene brighter
- config->bake->gamma : for app with gamma correction, set it to 22 to avoid color washed out
- New CMD "odir" : export all models in current folder, eg "odir obj"
- Palette "ALT+DRAG" : swap palette color without changing model, make it easier to organize palette
- Fixed a bug in qb export
New in MagicaVoxel 0.97.1 (Aug 1, 2016)
- New Voxel Shader :
- support GLSL based shader script to generate your custom volume
- shaders are in the new folder shader/
- try typing [xs wave] in console to start
- basic command format is : xs [shader name] [arg0] [arg1] []
- if you want to run the shader multiple times in one run, use : xs [num] [shader name ] [args]
- New Brush Option :
- [V]oxel Mode : 3D(Volume:Cube, Sphere), 2D(Flat:Square, Disc), Su(Surface, only operates on surface)
- -add hotkeys 1-9 to set brush size quickly
- [C]enter Mode : suport both square and circle shape now
- [P]attern Mode : can choose using either original model color or current palette color;
- -can be applied on erasing and painting now
- New Marching Cube Export [Export->mc] : export your voxel model as Marching Cube meshes (ply)
- Camera Control : use middle button to move camera
- Cache Folder [cache/] : program will automatically backup model before quitting program or rendering model
- Obj Export Pivot : fixed bugs for obj pivot, you can also set your custom pivot in configtxt->file_obj
- Palette Command : add command [pal mask] to mask out unused color in palette
- fixed a little bug of rendering with orth/iso camera, still not very robust though
New in MagicaVoxel 0.97 (Aug 1, 2016)
- Enhanced Brushes, Improved UI and File System
- Save and Open dialog for all Palette, Model, Export, Screenshot files
- Face Brush : extrude surface by dragging with various modes
- Voxel Brush : has been integrated with Cube and Sphere Brushes, working with mirror and axis modes now
- Circle Brush : center voxel of circle is not operated; support even diameter size
- HUD : voxel coordinates, volume size, face layers, circle radius are displayed in console now
- Camera : add X+RButton to select camera focus center, and yellow button to toggle auto camera focus
- Export : fixed obj export and more config options for isometric and 2d sprite export
- Render : Light->0 is changed to pure color model; the ground in orth/iso mode will be infinity large
- multiple improvement for ui
New in MagicaVoxel 0.96.3 (Aug 1, 2016)
- Matter->Glass : new transparent voxels with refraction and attenuation
New in MagicaVoxel 0.96.2 (Aug 1, 2016)
- Matter->Sel : per palette material setting (use Alt+LButton or LButton to select material)
- new Emissive material; perfect mirror reflection (Rough = 0); over 8 light bounces
- folder path setting in config file; bug fixed for obj export
New in MagicaVoxel 0.96.1 (Aug 1, 2016)
- Export->iso : new isometric sprites export
- Export->obj : color based mesh simplification for obj format
- Model List : drag 'n drop folder to model list to change its root path
New in MagicaVoxel 0.96 (Aug 1, 2016)
- enderer supports various voxel shapes ( Lego, Marching Cube, Sphere, Cylinder ) and rounded corners, colored grids
- camera supports stereographics projection, radial distortion, Escher Droste effect
- use F5/F7 to save/load current camera
- performance improvement and bug fixes