#Cel-Shading on Voxel Model

1 messages · Page 1 of 1 (latest)

fleet geyser
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Heyo!

Just curious if anybody knew how to make a cel shader that isnt directly utilising the texture of the object?

I have a voxel model imported from magica voxel. With magicavoxel, you only end up with textures a few pixels in area, due to the way they handle textures. Essentially, one colour = one pixel, and all pixels of that colour refer to that one pixel. If i modify the texture of the pixel, it will just change majority of the object.

Cheers!

forest sage
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I don't really understand the point here.

Cell-shading is a technique that affects how an object is lit.
It doesn't really have a link to how it is textured.

If your question is about how to change the color of specific voxels after export, without affecting all the same color voxels, I think that you need to manually edit the UVs of the mesh generated by MagicaVoxel.

fleet geyser
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essentially faking the shadow

forest sage
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Yep, the threshold part is the cell shading, and it's lighting.
Like Lambert is a dot product of light direction and normal, and multiplied with the surface color.

What defines the surface color in your case is the texture, and it's unrelated to the shading model.

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Iirc magicavoxel textures models similarly to a "color atlas" , by squashing the uvs of all the voxels with the same color in a single point.
So if you want to affect a single voxel , you need to edit the uvs.

fleet geyser
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do you know if its possible to do it in mv?