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Releases: nimadez/voxel-builder

4.5.0

26 Sep 13:38
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4.5.0 Pre-release
Pre-release
  • Three.js r169
  • Pathtracer starts faster
  • Transform gizmo attached to imported voxels
  • Add custom bounding-box helper (render and export tabs)
  • Exported meshes are not attached to the JSON file (ensuring data safety on save)
    • Importing and stacking meshes in the export tab is confusing and removed
    • The export tab does what the name implies: Export clean meshes
    • You can export baked meshes or import voxels from baked GLB
      • Keeping the exported GLB file means you have the voxel data!
        (nothing is added to the binary file, it's raycast magic)
  • In progress ...

Roadmap: Our new path began with my migration to Linux, an almost ruined playground (aka SPS fallout) that came to life in 20 versions. We move towards simplifying the workflow, smoothing the learning curve and increasing productivity.

SPS Fallout >>

If you have GLB data in the JSON file, you can retrieve it:

cd voxel-builder
git reset --hard ff8851d1fd3d3c9838a914420153cc22e026b45a
electron .
- Load JSON and export your data as GLB

4.4.9

24 Sep 10:13
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  • New wireframe display to check the mesh topology in export tab (PBR menu)
  • New "Start Box" preference (max 30)
  • New Point cloud in bakery menu (create, update or delete it)
  • Tool does not reset to the camera when switching tabs
  • Workplane/gridplane picking does not cancel the voxel transformation
  • Update the default HDR which produces more realistic renderings
  • Calculate the total boundingbox of meshes for camera framing in export tab
  • Fix new project not respect the background preference
  • Fix some conflicts between keyboard shortcuts and numeric inputs
  • Fix a grid plane bug that conflicts with camera
  • Fix import voxels not take care of the visibility
  • Remove pixel-eyedropper, this was another experimental web tech
  • Remove ground plane (it was useless and confusing since you can't pick it)
    • Updated the grid plane to resemble the ground plane

4.4.8

23 Sep 12:48
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  • File structure and initialization update
  • Main moved to core.js
  • Initialize the engine in a promise
  • Extract the "scene" from the core
  • Drag and drop allowed in sandbox to load HDR files
  • Fix random camera locks

Save and load functionality has been checked on Chrome, Firefox, Electron and mobile

4.4.7

21 Sep 11:29
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  • New interactive hover menu (double-tap or right-click to show/hide the menu)
  • CEL shader looks closer to PBR and illuminate the backside to mimic IBL
  • HDR and Env. section moved to Render menu and dedicated to render tab
    • Model and export tabs are optimized for voxel and mesh editing only
    • Scene background color is a persistent preference
    • Generally faster by eliminating the cycle of creating and disposing reflectionTexture
  • Add EffectComposer and checker texture to sandbox
  • Black voxel turns to illumination source in the sandbox (like previous pathtracer)
    • This change is temporary, until I resolve the multi-material workflow
  • Fix bakery to create a unified (empty) mesh when "split color groups" is unchecked (it was broken)
  • Fix a hole in bake with "split color groups" at 0,0,0 (visible when backface culling disabled)
    • Reduce Voxels does not affect baking anymore

4.4.6

18 Sep 17:15
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  • Axis plane merge with Symmetry Pivot
  • Startup time decreases to ~300ms (with PBR lighting enabled on launch)
  • Fix a bug when freeform drawing conflict with camera rotation
  • Fix symmetry pivot picking conflict
  • Workaround BABYLON.HDRCubeTexture locks the thread on startup 4.4.1 - 4.3.4

4.4.5

15 Sep 21:56
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  • Three-mesh-bvh 0.8.0
  • Optimize thin-instances reconstruction time
  • Optimize bake-to-mesh construction time
  • Optimize box-tool performance
  • Manage GPU picker
  • Manage render sandbox
    • Improve camera framing animation
    • Remove FPS limiter which causes lag
    • Fix a conflict between engines which affects OrbitControls
  • Fix slow symmetry (thinInstanceRefreshBoundingInfo is expensive)
  • Fix a few tools not respecting the visibility state of voxels
  • Latency is expected on rapid drawing strokes at high voxel count (depends on hardware and browser)
  • Items with an asterisk * support the rendering sandbox

4.4.4

15 Sep 16:46
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  • Babylon.js 7.25.0
  • Improve bakery workflow
  • New batch unbake (easy switching between model and export tab)
  • Fix random camera rotations when drawing
    • Fix face-normal picking accuracy
  • Fix localstorage exceeded the quota (save chunks only, no extra data)
    • Remove quicksave from export tab (base64 glb data fills the quota)
  • Fix slow voxelization #33
  • Fix BABYLON.Quaternion.RotationAxis bug introduced in 7.20.0+ 4.3.5
  • Fix a leak in duplicate remover
  • Changelog moved to releases
  • Picking normal probe is the most accurate one because it does not rely on thin-instances
  • Enable "dev mode" option to debug GPU index picking and face-normal probe

4.4.3

15 Sep 16:48
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  • Improve CEL shader
  • Free resources
    • Remove texture presets (they are heavy on startup)
    • Remove import texture (per-face texturing is Moiré heaven)
    • Texture menu merged with material menu
  • Remove all the range sliders (it doesn't work well in recent chromium updates)
  • Rolled back the batchedmesh raycasting for further investigation
  • Encapsulate BABYLON (meshbuilder, importers and exporters)

4.4.2

15 Sep 16:49
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  • Three-mesh-bvh 0.7.7
  • Path tracing was left to three-gpu-pathtracer
  • Merge sandbox and pathtracer
  • Most of the features were ported to three-gpu-pathtracer
  • Manage memory to free up space

4.4.1

15 Sep 16:49
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  • Remove fullscreen engine-based loading screen
    • Add universal progressbar at bottom
  • Remove unnecessary camera framing behaviors
  • Viewaxis-box frame voxel selection on transforms
  • Fix pathtracer not taking screenshot
  • Fix bakery not respect the first voxel at 0,0,0
  • Fix a few hundred milliseconds of startup lag 4.3.4
    • BABYLON.HDRCubeTexture locks the main thread
  • Animate the three.js camera similar to babylon.js framing behavior
  • Encapsulate BABYLON (statics, colors and vectors)