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 Post subject: Cubic - How to switch colordithering off?
PostPosted: Mon Dec 16, 2013 9:27 am 

Joined: Sun Jan 08, 2012 10:00 am
Posts: 31
Location: Germany
Hello,

tried a look to cubiquity - thank you for the new toy.
excuse if i was to blind to find but wondered wheres the switch to stop the colordithering in cubic version please?

with kind regards


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 Post subject: Re: Cubic - How to switch colordithering off?
PostPosted: Mon Dec 16, 2013 7:27 pm 
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Joined: Sun May 04, 2008 6:35 pm
Posts: 1827
At the moment you have to turn it off by editing the shader: https://bitbucket.org/volumesoffun/cubi ... ster#cl-41

Setting the noise value to zero should do it:

Code:
//Add noise - we use model space to prevent noise scrolling if the volume moves.
float noise = 0.0; //positionBasedNoise(float4(IN.modelPos.xyz, 0.1)); <-- Edit this line


Of course it would be nice if there was a simple check box somewhere, maybe in the future.

Be aware that you can not turn off the quantization, so please check the QuantizedColor docs if you are not clear what this is doing.


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 Post subject: Re: Cubic - How to switch colordithering off?
PostPosted: Wed Dec 25, 2013 6:20 pm 

Joined: Sun Jan 08, 2012 10:00 am
Posts: 31
Location: Germany
Hello,

now i found time to test and unity and c# are new but thats right it works without the colordithering, thx.
test with primitive functionplotter:
Image

Code:
...
      float z = 0.0f;
      for(float y = -3.0f; y < 3.0f; y=y+0.1f)
      {
         for(float x = -3.0f; x < 3.0f; x=x+0.1f)
         {      
            z=Mathf.Sin(x)* Mathf.Cos(y);
            coloredCubesVolume.data.SetVoxel((int)(x*10+20), (int)(z*10+20), (int)(y*10+20), new QuantizedColor((byte)(z*125+125),0,0,255));
         }
      }
...



merry xmas and a happy new year 2014 for the community and the Sirs Williams!


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