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Good evening all,

i have a question.

 

How is a simple way to use procedural generation to create Voxels that are encompassed by an smooth iso surface.

That i generate those in a kind of "blocky" form and just readjust the shape to be smooth. Maybe with ussage of the marching cubes algorithm. But if the User manipulates it it has to recalculate the shape again to keep the smotthness even with the adding or substraction of some voxels.

 

Maybe the "Terrain" asset may be usefull for this ?

I dont have much experience in Leadwerks and just started using it. Before it i used Unity a lot.

 

Is something like this even possible in Leadwerks ?

Would be great if you could help me out.

 

Best Regards HAL

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I mean Smoothing Voxels like seen here:

 

 

ixFZlVzzPNMU3.jpg

 

 

 

 

Spheres_together.jpg

 

 

 

or 2 Dimensional it would look like this:

 

 

 

IX3SD.png

 

 

 

But i´d like to achieve results like seen in the first picture ...

 

Meaning that the Geometry gets generated smooth around the Voxels ... like here on Molekules:

 

C60_isosurface.png

 

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as Leadwerks does use a deffered renderer i could imagine one way:

 

Render the voxel terrain into a texture buffer with multiple channels:

normals, texture coords and position

 

then do postprocessing on it and interpolate or blur each channel to smooth it out. Then apply the the blurred textures on a projected plane and manipulate the fragment values based on the smoothed channels.

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