New voxel to Element funtion [Solved]
New voxel to Element funtion
Does anyone know how to use the new "Convert voxels to elements" function which generates an atlas for a lot less elements but bigger texture
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- Shelly_Marsh
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Re: New voxel to Element funtion
Pretty simple. When you're done with your voxel editing, go up to the top-right corner of the voxel tools manager and click on the "...", then click on "Convert voxels to elements (atlas)"Shelly_Marsh wrote: ↑11 Nov 2016, 13:12 Does anyone know how to use the new "Convert voxels to elements" function which generates an atlas for a lot less elements but bigger texture
After that you should be good to go!
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Re: New voxel to Element funtion
If you have any question on what's the difference between two ways of converting voxels to elements, just ask.
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Re: New voxel to Element funtion
I'd actually like to know. Since I'm still having some issues applying exported textures in game.
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Re: New voxel to Element funtion
Scratch that I figured it out, but I'm still curious. What is the difference.
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Re: New voxel to Element funtion [Solved]
Convert to elements (palette) creates one element per color when possible. The resulting texturing is super small (directly depends on number of colors used in voxel model).
> It can be nice for small models because it would not have much elements and still use tiny texture. Small texture = less space in RAM.
Convert to elements (atlas) is actually calculating a texture for each face of each elements. Each element will be as big as possible to fit vowel volume.
> It can be nice to avoid creating way too much elements (especially on complex models or models with many colors) but it generates potentially big texture. Few elements = more FPS.
> It can be nice for small models because it would not have much elements and still use tiny texture. Small texture = less space in RAM.
Convert to elements (atlas) is actually calculating a texture for each face of each elements. Each element will be as big as possible to fit vowel volume.
> It can be nice to avoid creating way too much elements (especially on complex models or models with many colors) but it generates potentially big texture. Few elements = more FPS.
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