Closed superfrantv closed 2 years ago
Hi! I am not very well versed in these technical issues, but I have found a way to solve the problem. I copied the mandelbulb from version 0.99.6.2 and renamed it to mandelbulb2, so I moved it to the shader folder of version 0.99.7.0, and going to shader now I use mandelbulb 2. I hope I was helpful ^^
PS: the problem is not in your Graphic Card
Hey. I have actually been having this same problem. I have tried the solution suggested above but it doesn't seem to work for me. I have a Intel Core i5 GPU. Not really sure what the problem is.
use the shader mand of 0.99.4.2, working for me mand.txt
Is Working fine for me too on Linux. Just copy the file into the shaders folder
it's a shader compilation issue. to fix it, change powern(vec3(u), n) to powern(u, n) in the shader
"it's a shader compilation issue. to fix it, change powern(vec3(u), n) to powern(u, n)" It works
vec3 powern( vec3 v, float n ) { float r = length( v ); float phi = atan( v.y, v.x ); float theta = atan( length( v.xy ), v.z );
r = pow( r, n );
phi *= n;
theta *= n;
return r * vec3(
sin( theta ) * vec2( cos( phi ), sin( phi ) ),
cos( theta )
);
}
// generate a new voxel color index [0, 255] at position v ( v is at the center of voxel, such as vec3( 1.5, 2.5, 4.5 ) ) float map( vec3 v ) { float n = max( m_degree, 4.0 );
vec3 center = i_volume_size * 0.5;
float size = min( min( center.x, center.y ), center.z );
vec3 u = ( v - center ) / size * 1.1;
for ( int i = 0; i < 8; i++ ) {
u = powern( u, n ) + u;
}
return i_color_index * step( length( u ), 2.0 );
}
Hi, I use MagicaVoxel version 0.99.6.4 for windows. I tried to use mand shader version 0.99.4.2 but nothing happened. Does anyone have any idea why? Thanks
Hi, I use MagicaVoxel version 0.99.6.4 for windows. I tried to use mand shader version 0.99.4.2 but nothing happened. Does anyone have any idea why? Thanks
Compare it with mine's, if is still not working, yeah, maybe a GPU issue.
// console commands
// 'xs mand [n]' : e.g. 'xs mand 8'
// shader inputs
// uniform vec3 iVolumeSize; // volume size [1-126]
// uniform float iColorIndex; // current color index [1-255]
// uniform vec3 iMirror; // current mirror mode [0-1]
// uniform vec3 iAxis; // current axis mode [0-1]
// uniform float iFrame; // current anim frame index
// uniform float iNumFrames; // total num of anim frames
// uniform float iIter; // current iteration index
// uniform vec4 iRand; // random number
// uniform float iArgs[8]; // user args
// built-in functions
// float voxel( vec3 v ); // get voxel color index at position v
vec3 powern( vec3 v, float n ) {
float r = length( v );
float phi = atan( v.y, v.x );
float theta = atan( length( v.xy ), v.z );
r = pow( r, n );
phi *= n;
theta *= n;
return r * vec3(
sin( theta ) * vec2( cos( phi ), sin( phi ) ),
cos( theta )
);
}
// generate new voxel color index at position v
float map( vec3 v ) {
float n = max( iArgs[0], 4.0 );
vec3 center = iVolumeSize * 0.5;
float size = min( min( center.x, center.y ), center.z );
vec3 u = ( v + 0.5 - center ) / size * 1.1;
for ( int i = 0; i < 8; i++ ) {
u = powern( u, n ) + u;
}
return iColorIndex * step( length( u ), 2.0 );
}
Hi, thanks for your quick answer! I copied yours, and here is what I got. My GPU is Nvidia Geforce RTX 3080
Does someone have any idea why I have this result?
Program: MagicaVoxel-0.99.7.0-win64 Graphic card: NVIDIA GTX 1660 ti Shader file: mand.txt
The default Mandelbulb and the "mand.txt" shader file do not work for me
, but with some changes I have managed to make it work somewhat.
First, I add the shader file:
After applying the shader file, nothing changes except for some squares appearing:
I then press "Reverse Empty Space" and it appears, but not quite right, it has too many holes:
I press the "1/2" button to halve the size and fix it, but it becomes too small:
It just needs to be scaled and it would be ready:
It will still have holes in the interior, but not as many as in example 3.
Hello,
i found a bug that on my integrated gpu (AMD Radeon RX Vega 11 Graphics) most shaders working wrong, best example is the mandelbulb shader. This makes a big program to notebooks..