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marching_cubes [2021/04/18 22:53] justinmarching_cubes [2021/04/20 13:14] (current) justin
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-Generally speaking, **Marching Cubes** is an algorithm that can be used to generate a mesh from [[voxel]] data. In the context of RPG in a Box, it's an alternate mesh option that smooths the corners of your model into a more rounded, low-poly look, as opposed to the default option which keeps the squared shape of each [[voxel]]. When Marching Cubes is used, the resulting shape at each [[voxel]] position is determined by the 26 neighboring [[voxel|voxels]] around it, so it's recommended to experiment with their placement to get a feel for the various shapes that each configuration creates!+Generally speaking, **Marching Cubes** is an algorithm that can be used to generate a mesh from [[voxel]] data. In the context of RPG in a Box, it's an alternate mesh option that smooths the corners of your model into a more rounded, organic look, as opposed to the default option which keeps the squared shape of each [[voxel]]. When Marching Cubes is used, the resulting shape at each [[voxel]] position is determined by the 26 neighboring [[voxel|voxels]] around it, so it's recommended to experiment with their placement to get a feel for the various shapes that each configuration creates! The image below shows what a few example models will look like with the Marching Cubes option compared to the default mesh option.
  
 {{:marching_cubes_examples.png?nolink|}} {{:marching_cubes_examples.png?nolink|}}
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 =====Grouping===== =====Grouping=====
-In some cases, a model may look better when certain areas are grouped together and handled separately from the rest of the model. For example, a character's head could be handled this way to keep it fully rounded and more distinct instead of being blended into the neck or body. To create a group in the [[Voxel Editor]], select the desired [[voxel|voxels]] with the selection tool and then press "G". A popup dialog will appear to prompt for the name of the group. When the model is saved, each group will be handled separately when generating the mesh.+In some cases, a model may look better when certain areas are grouped together and handled separately from the rest of the model. For example, a character's head could be handled this way to keep it fully rounded and more distinct instead of being blended into the neck or body. To create a group in the [[Voxel Editor]], select the desired [[voxel|voxels]] with the selection tool and then press "G". A popup dialog will appear to prompt for the name of the group. When the model is saved, each group will be handled separately when generating the mesh. Groups can be removed via the [[editor_tools|Model Tools]] panel on the left.
  
 In the example images below, you can see the resulting difference when groups are used. On the left side, no [[voxel|voxels]] are grouped, and on the right side the pillow and blanket of the bed and the character's head have each been grouped together. You can see how these parts of the model, most noticeably the pillow, are blended into the rest of the model when not grouped, but are kept more distinct when they are grouped. In the example images below, you can see the resulting difference when groups are used. On the left side, no [[voxel|voxels]] are grouped, and on the right side the pillow and blanket of the bed and the character's head have each been grouped together. You can see how these parts of the model, most noticeably the pillow, are blended into the rest of the model when not grouped, but are kept more distinct when they are grouped.
marching_cubes.1618811632.txt.gz · Last modified: 2021/04/18 22:53 by justin