There's also a free OpenVDB Blender add-on offering the functionality to Blender users (too bad there's no version for Blender macOS yet): In Blender you can mimic OpenVDB's type of combining and melting together meshes using Dyntopo in Sculpt Mode. A really powerful tool once you get the hang of it: The C4D screwdriver creation video reminds me of the recent Project Primitive deformer addition in ZBrush 2018. And you can smoothly melt everything together using Dynamesh or Boolean + Tessimate. ZBrush offers Live Booleans, which also offer you to manipulate Boolean sub-objects in realtime until you're satisfied. C4D's OpenVDB volume modeling looks very useful, but except for the interesting non-destructive approach I see nothing that wasn't already possible using ZBrush and/or 3D-Coat, both of which are also based on voxels. I really like its UI, speed, smooth workflow and versatility. It's rapidly evolving into the ultimate voxel editor. The past few years I've been using MagicaVoxel. I've also used Voxel on the iPhone / iPad - for a while.Īnother voxel editor is VoxelShop - but it runs on a Java layer, which I dislike. Then I bought Qubicle Constructor - and used that for a while. Some other editors followed, such as Sproxel - but that's also discontinued. I made a lot of my early voxel works using that, but I believe it doesn't exist anymore. Some time later I discovered a voxel editor by an independent developer, called Paint3D for Windows. I used the 3ds Max grid snapping and extruded faces of a tesselated cube. There was no dedicated voxel editor that I know of back then.
So that's why I'm proposing this as an addon to the VXLSE functionality (maybe I can even help with it).I started my first voxel works in 3ds Max, around 2006 or so I guess. vxl-s requres more coding experience than I have. vxl, which is a pure brainf#ck in terms of structure. vxl almost a year ago, but I stumbled on a. I tried to do some kind of a converter between. It's pretty straightforward and shouldn't be too hard to implement. The file format is basically a tree-like structure of so-called chunks with different types of content. The file format specification can be found here: You'll prolly want MagicaVoxel-file-format-vox.txt. Get it here (and also there's example renders and other screenshots): 0.99 is in alpha and doesn't support those features yet. MV 0.98 would be the best because it's the latest version that supports MarchingCubes for renderer and multiple frames. I guess majority of voxels aren't *that* big, anyway.
It's unknown how it'll treat bigger than 126x126x126 files, maybe it'll open them just fine. MV works only with max 126x126x126 models, at least bigger size can't be set in editor. png palettes that are supported by MagicaVoxel. I already implemented a converter (a python3 script) of YR/TS palettes into. Works with 256 color palettes (actually the 256th color is unused, probably because it's used to represent blank voxels or smth). Support for "frames" - different models in the same file - which can be used to represent different sections Full-blown yet simple to use ray tracing renderer with support for different materials, including reflective, translucent and emissive materials (also with MarchingCubes smoothing support) that will be nice for creating cameos Very handy UI and editor controls of MagicaVoxel It would be nice to have a support for importing (and exporting maybe) MagicaVoxel's. Attach signature (signatures can be changed in profile)īasically what the title says.