r/VOXEL

▲ 38 r/VOXEL+1 crossposts

Micro-voxel trees and grass

I’ve been working on this for the past few weeks, and it’s finally starting to come together.

This is a DDA-traversal-based renderer. The world is divided into blocks, and selected blocks perform DDA traversal to render micro-voxel geometry instead of relying on flat textures.

Micro-voxels participate in the deferred lighting pipeline just like regular geometry - they receive global illumination, cascaded shadows, and volumetric lighting.

Built with Unity’s Scriptable Render Pipeline. 60 FPS @ 1080p on Mac M3 Pro.

P.S. The micro-voxel generation shader is still very much a prototype, so the leaves and grass are intentionally simple for now. Improving the procedural generation and shapes is the next major step.

u/HyperspaceFrontier — 9 hours ago
▲ 92 r/VOXEL

Battledroid Omnicorp Heavy Droids

In-engine render: Magica -> Blender -> Unity -> Voxoid

u/chazpuppy — 1 day ago
▲ 52 r/VOXEL+2 crossposts

1986 Chevrolet C10 pickup

Getting back to it with something i intended to take not that long... Fun to make something but i had forgotten what a slow process that last 20% and battling with "is it good enough"

u/JBPrimtal — 2 days ago
▲ 74 r/VOXEL+2 crossposts

Mech on the loose... just having fun... surely there will be a lot of action!:)

u/radolomeo — 2 days ago
▲ 42 r/VOXEL+1 crossposts

Guess where it is going... Non-physical destruction system. No physics simulation at all.. no procedural generations at all:) should be FUN!

u/radolomeo — 4 days ago
▲ 318 r/VOXEL+1 crossposts

Battledroid - Heavy flamethrower, and a lil' rocket fella

MagicaVoxel > Blender

u/chazpuppy — 10 days ago
▲ 99 r/VOXEL

Overseas observatory

It's created for an art challenge, reclaimed by time. The general structure is based on my past work, Aquatic; All assets came from my previous artwork. I remanage and reform into a new artwork.

u/KirraLuan — 12 days ago
▲ 113 r/VOXEL

A selection of voxel digital paintings

Loosely inspired by a playthrough of Pokemon Red, both in terms of top-down viewpoint and a vibrant colour palette (the towns, not the game itself!)

u/defiantsquidart — 13 days ago
▲ 22 r/VOXEL+1 crossposts

Am editor for decorating a home for a Tamagotchi-like creature

Hey! I'm building a cozy browser game where you care for a creature (Sims/Tamagotchi territory) and decorate its home. Today I want to show the part players use to make the furniture: voxel editor.

It's early and rough, but a few rendering bits I'd love to show off:

Meshing. Hand-rolled greedy mesher: hidden-face cull, then merge coplanar same-colour faces into bigger quads. Smooth-voxel AO baked into vertex colours (warm-tinted in crevices). The trick I like: it only merges faces whose four AO corners are uniform, so the lit interior collapses to big quads while the crevice fringe stays per-quad. Looks identical to the naive per-face mesh, at a fraction of the triangles.

Draw calls. Voxels group by palette index and merge into per-material meshes (matte, metal, glass, emissive) via vertex colours. A 200-colour model still costs ~one draw call per material. Items bake once on save (cached BufferGeometry keyed by id+version), so re-rendering a room never re-meshes.

Lighting. Day/night system: the window casts a SpotLight + gobo sunbeam that tracks time-of-day, plus god-rays. The "Glow" material is emissive and feeds a bloom pass.

Editor UX . Hybrid: drag to orbit, or flip "layer-lock" to drop a Z-slice plane and constrain painting to that slice (raycast vs plane); unlocked, you raycast against voxel faces. Box/layer/magic-wand select, eyedropper, undo/redo.

Happy to go deep in the comments!

The voxel editor

The game itself

u/heyImSim — 13 days ago