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A collection of shaders for MagicaVoxel to generate geometry, noise, patterns, and simplify common and repetitive tasks.

License: Other

Python 92.30% Shell 3.39% PowerShell 4.31%
magicavoxel shaders mit-license magicavoxel-shaders glsl-shaders

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magicavoxel-shaders's Issues

Update shaders to utilise color_sel()

A number of shaders can use color_sel(), instead of specifying the color index.

  • brush/bricks
  • brush/bricks_vert
  • brush/diagonal_range
  • brush/diagonal2
  • brush/diagonal3
  • brush/grass
  • brush/grass_inv
  • brush/grid
  • brush/stairs
  • brush/stairs_runs
  • brush/stairs_stringer
  • brush/tiles
  • brush/tiles_puzzle
  • brush/tiles_uneven
  • brush/weave
  • brush/zigzag
  • brush/zigzag2
  • brush/zigzag3
  • case
  • cover
  • flood
  • flood2
  • noise
  • outline
  • outline2
  • primitive/cylinder
  • primitive/prism
  • primitive/greebles1
  • primitive/greebles2
  • pyramid
  • pyramid2
  • random
  • sand
  • sand2
  • slice_x
  • slice_y
  • slice_z
  • soil
  • soil_replace

Combine brick with outline for masonary?

Hi, I know there hasn't been much contribution to this for a while, however I think it would be very helpful to be able to create masonry lines around the bricks, is anyone about to create this shader at all? I would greatly appreciate it!

Shader documentation incorrect

In the shader documentation under the "Parameters" section you write "...In previous versions of MagicaVoxel, there was a limit to the number of parameters which could be passed to a shader. In current versions, this limit no longer applies."

It would be nice to mention which "versions" are we talking about. Also, on which platform(s) was this statement concluded. As of March 30, 2022 I am using the latest version of MV on the Mac (0.99.6.2) and the number of parameters are maxing out at 16!!!

0.13.0 release

  • Docs for heightmap shader
  • Docs for grass_fit shader
  • Docs for erode shader
  • Docs for gradient_radial shader
  • Docs for terrain shader
  • Moved cellular2D and cellular3D into noises folder, update docs.

Other notes

  • Fixed missing citation for cubic-pulse
  • Fixed treemap on M1 Macs
  • Fixed prism on M1 Macs
  • Fixed scanline dithering on the gradient shader
  • Improved alignment of noise on gradient and renamed Noise to Dither
  • Shaders now use Clover 2D Hash for randomness generation (the original method is still suitable but there's no attribution so this change is better for OSS)

Imported shaders into MagicaVoxel 0.99.2-alpha-win64 - Missing tools (shaders)

I followed the instructions (pasted the shader folder into the project folder), but I cannot find the following tools: Slice, Noise, Outline, Soil, Sand, Grid, Lines.

Also The flood tool does not seem to do anything.

Thank you so much for building these awesome shaders, I hope you can help me with this issue so that I can use them.

Image attached:
tools

Cover Shader. How it works?

Hello. I'll start by saying that contacting you is the last option left for me. I can not cope with the shader from your package, namely 'cover'. I have no idea how to use it to work as you show in the examples on the wiki. Can you explain to me how it works? I'm probably too stupid to use it and am doing something wrong, but I can't find anywhere an example of how others work with this shader.
Bez tytułu

0.14.0

  • Docs for clover2D shader
  • Docs for hex_tiles shader
  • Docs for moisture shader
  • Updated docs for treemap shader
  • Updated docs for truchet shader
  • Updated docs for gradient_radial shader with new directions for inverting colours
  • Add shader path to the docs to help with finding the right file

Shader Documentation

Hi there, I've been using your shaders for a very long time now, and in the past your readme pages had info with test command examples.

I'm looking at the case shader at the moment, and there's no text explaining how to add an axis argument — I've tried xs case x 12, xs case 12 x, xs case xy 12, etc. The shader panel only has colour options and doesn't have axes to choose from.

I even used wayback archive to access your older instructions, and it seems they never actually explained how to target axes.

Could you be so kind to:

  1. Explain how do I make the shader work with an axis argument.
  2. Bring back short commands overview so it would be easier to understand how to use a shader?

Thank you so much in advance.

0.12.0 release

  • Document cellular2D
  • Document cellular3D
  • Document gradient
  • Document treemap
  • Document truchet
  • Update grass shader docs
  • Update shader specs for each shader replacing 0-1 with 0-100
  • Re-generate commands documentation

Other changes

  • clamp removed from a number of shaders to fix bugs with some hardware. clamp is still used within the truchet, cellular2D, and cellular3D shaders.
  • Fixed an issue where diagonal wouldn't work on certain hardware due to an overloaded mod function
  • All shaders which accepted a value from 0-1 now accept 0-100 to make it easier to adjust in the UI.
  • Changes to the range of the Growth value on the grass shader

Shader axis

Hey guys,

I was wondering if it was possible to choose the axis of the shader?

I don't know if I'm missing something, but after lots of researching and trying out different things, I can't seem to find a way to get your voxel shaders (brushes in this instance) to work on a wall (Y axis only). I don't know if this is due to a lack of understanding MagicaVoxel or something else, but it seems that all of your brushes work as expected when applied a surface over the Z axis, but when applied on a wall, they all end up as straight vertical lines.

I'm on MagicaVoxel 0.99.6.2 and working with the shaders' latest master branch.

Thanks a ton!

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