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Found 2 results

  1. Hi All, I've been working on the .vox exporter for a while. After some improvements I decided to publish it on github. The HDA generates .VOX Magicavoxel file from given inputs. If interested you can get it from here; https://github.com/caglarcomez/Houdini_to_Magicavoxel
  2. A few days back I stumbled on a Minecraft renderer that took a long time to calculate, but could generate some nice pictures from Minecraft maps. I thought that I could cut down the rendertimes by importing them into Houdini and could also work on my Python skills in Houdini at the same time. There are some realy nice projects out there that could use a better render engine than provided in-game, or the slow one I found. I've got the basics working, Houdini can now import the chunks, create the geometry and texture the blocks. The chunks are quite big (16x16x256 blocks) so I've build in some options to skip some chunks. The main problem that I'm facing right now is speed. The pieces in the pictures below are already 3.3 milion poly's, so I need to find a way to cleverly cull the poly's you won't ever see. If you guys have some tips on this, please share them Another problem is the texture filtering, is there an option to just keep the harsh edges in the textures that are in the game (Instead of filtering/blurring them). Next up is entity support, and different geometry types that one can find in the game. Let me know what you guys think.
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