recursal/Fanatic-Fandom huggingface dataset:
New object (interface)

**0.99.5a**
view **·** editAdds a new object to the current scene with these properties:

* same size as the last created object
* centered and laid above the ground

Each created object is named `<vox>` by default.

Creating new objects
## World size

MagicaVoxel world limit is `-1000` / `+1000`vx relative to the ground center, this means that:

* the editable world is `2000`vx wide on each axis
* the renderable world is `2000`x`2000`x`1000`vx wide (all voxels above the ground)

Red and white object are `200^3`vx wide, and are located along the MagicaVoxel World limits. Only the objects above the ground will be rendrered.
Depending on your hardware, there's also a limited number of solid voxels that can be rendered. See geometry render settings and `Config.txt` render buffers.

 Choose an interface mode for documentation
Model editorWorld editorRender
Mirror (edit) (interface)/0.99.5a

**0.99.5a**
mir [axis]

Mirror is a retractable set of functions from Model editor's edit menu.

That function applies an axial symmetry along a plan perpendicular to the selected axis:

* either to the whole model if nothing is selected
* or to the selected voxels

It emulates the reflection of a mirror that copies half of the object into the other half.
In both case, the mirrored half is the one closest to the origin of the coordinates.

 Beware, this function mirrors everything: solid voxels, but also empty voxels!
See also diagonal function.
0.98 (version)

## 0.98 - October 22th, 2016

1. Frame-Based Animation
	* Supports up to 24 frames animation
	* `Ctrl+Drag` to move frame, `Ctrl+Shift+Drag` to duplicate frame
	* Press on the prev/next button to play animation (you can also change time step)
	* Drag and drop multiple models to import as animation
	* It can also be used for other purposes, like assets of same category
	* However, features of importing and exporting anim are not fully supported yet
2. New Interface
	* Materials are saved into `.vox` file now
	* If there are unsaved changes, the tiny button besides name field will become orange, click it to save
	* Program will ask for saving changes when opening new models or closing the program
	* Click the title of each panel to close it
	* `Tool->Scale`, `Repeat`, `Rotate` are removed, use console commands `scale`, `repeat`, `rot` instead
3. Voxel Shader also supports generating anim now
	* [New inputs]
	* `iFrame`: current frame index
	* `iNumFrames`: total num of frames
	* `iIter`: current iteration index
	* `iRand`: a vec4 random number updated every iter and frame
	* [New Options]
	* `-n`: specify number of iterations, eg. `xs -n 8 [shaderName]`
	* `-prev/-cur`: specify input frame, `-prev` for previous frame, `-cur` for current frame (default is `-prev`)
Miscellaneous (interface)/0.99.5a

**0.99.5a**

**Miscellaneous** is a retractable set of functions from Model editor's edit menu.

## Hull

"Remove all invisible voxels" = All voxels that are in contact with other voxels on all their 6 faces are deleted from the model.

Reverts the Flood function.

## Flood

flood [colorIndex]
"Flood fill all invisible space" = Creates solid voxels in enclosed hollow spaces using the active color.

Reverts the Hull function.

Console command allows choosing the color index used for flooding.

Reverts the Hull function.

## Fract

"Fractal model" = Replaces every voxel of the current model by another full model. Restrictions apply:

* both projects should be saved in the first place
* the active color will entirely paint the resulting model
* only the first created object of the replacement project will be used
* if replacement model is bigger than the current object size, the limits are modified accordingly, within a `256` voxels cap for each axis

## Rand

rand [ColorIndex1 ColorIndex2]
"Random color" = Paint all voxels in the model with random color indexes.

console command allows choosing a range of colors to randomize between 2 color indexes.

## Dilat

dil [axis]
"Dilation" = Adds a layer of active voxel color on either all the model, or on a selected portion.

Console command allows choosing the axes of dilation, ± being the side of dilation.

## Erode

ero [axis]
"Erosion" = Removes a layer of voxels on either all the model, or on a selected portion.

Console command allows choosing the axes of erosion, ± being the side of erosion.
0.97.1 (version)

## 0.97.1 - 02/15/2016

1. New Voxel Shader:
	* Supports GLSL based shader script to generate your custom volume
	* Shaders are in the new folder `shader/`
	* Try typing `[xs wave]` in console to start
	* Basic command format is: `xs [shader name] [arg0] [arg1] [..]`
	* If you want to run the shader multiple times in one run, use: `xs [num] [shader name ] [args...]`
2. New Brush Options:
	* [V]oxel Mode: 3D (Volume: Cube, Sphere), 2D (Flat: Square, Disc), Su (Surface, only operates on surface)
	* - Added hotkeys `1-9` to set brush size quickly
	* [C]enter Mode: supports both square and circle shape now
	* [P]attern Mode: can choose using either original model color or current palette color
	* - Can be applied on erasing and painting now
3. New Marching Cube Export `Export->mc`: export your voxel model as Marching Cube meshes (`.ply`)
4. Camera Control: use middle button to move camera
5. Cache Folder `cache/`: program will automatically backup model before quitting program or rendering model
6. Obj Export Pivot: fixed bugs for obj pivot, you can also set your custom pivot in `config.txt->file_obj`
7. Palette Command: added command `pal mask` to mask out unused color in palette
8. Fixed a little rendering bug with orth/iso camera, still not very robust though
Center mode (interface)/ru

**0.99.5a**
view **·** edit`c`
Переключает в режим центровой кисти.

Рисует воксельный диск или квадрат начиная с центра.

Доступны четыре режима:

* Диск или квадрат
* Нечетный или четный радиус

## Диск и квадрат

Рисует диск или квадрат, `ЛКМ` обозначает центр фигуры и плоскость, в которой она будет построена.

## Нечетный и четный радиусы

Определяет центр фигуры как 1 (нечетный) воксель или 4 (четный) вокселя.

 Выберите режим интерфейса для документации
МодельМирРендер
Lucas Mosquera

**Lucas Mosquera** es un actor y Youtuber colombiano radicado en Chile, conocido por su participación en teleseries como La Colombiana (TVN).

## Biografía

Mosquera debutó en las teleseries como James Martínez en la teleserie vespertina La Colombiana de TVN. Ahí interpretó a James Martinez, un barbero de origen colombiano que llega al tradicional barrio Yungay, en donde recibe la discriminación de sus vecinos, entre ellos su nuevo jefe Eric (Óscar Hernández), ahí se enamorara de la joven hija de su jefe, interpretada por Daniela Estay.

Luego tuvo una participación menor como Juan, alías *"El Brooklyn"*, un joven hiphopero y fanático del break dance, amigo de Ignacio Castro (Andrew Bargsted).

Actualmente trabaja en la teleserie vespertina de Canal 13: Amor a la Catalán, donde interpreta al joven colombiano Alexander Bedoya, que llega a vivir a la casa de Betzabe Mardones (Ximena Rivas).

## Filmografía

 Wena Profe | Juan
 2019

## Galería

* James Martínez en La Colombiana (TVN, 2017)
* Juan en Wena Profe (TVN, 2017)
* Alexander Bedoya en Amor a la Catalán (Canal 13, 2019)
1/3
Catalina González

**Catalina González** es una actriz chilena. Mejor conocida por sus trabajos en teleseries de Canal 13 como Secretos en el Jardín y 20añero a los 40.

## Biografía

González debutó en la teleserie vespertina Don Amor con el rol de la sensual Vanesa Rodríguez, una estudiante chilena que va de viaje de estudios a Puerto Rico, en donde todos quedan barados. Al año siguiente hizó una participación especial en al teleserie Corazón Rebelde como Julieta Donoso.

En 2010 fue parte de la fallida teleserie de fantasía de Canal 13, Feroz. Ahí fue Karen Telías, la hija de la nana de Carmen Ramírez (Carolina Arregui), quien se enamora del pololo de su mejor amiga Montserrat (María José Bello).

No volvió a tener un papel regular en teleseries hasta el año 2013, donde fue parte de la aclamada teleserie nocturna del canal de ángelito, Secretos en el Jardín. En está ella fue Ana Carrasco, una masculina detective novata que se mete en la investigación de los psicópatas de Viña, enamorándose del detective Opazo (Francisco Pérez-Bannen).

Participipó en la fallida Valió la Pena como Miss Pamela, la profesora de la protagonista que tenía aventuras con un estudiante de liceo y con un apoderado.

Volvió el 2016 al canal con el personaje de la hermana Virginia, una alegre monja amante de la cocina que empieza a trabajar en un local de parrilladas y se enamora del hijo del dueño, poniendo en duda su fe. Ese mismo año tuvo una participación especial en Preciosas como Sofía Ramos, una hacker.

El 2017, González siguió a Vania Portilla a TVN para la nocturna Dime Quién Fue, ahí fue Constanza Rodríguez, una chef del restaurante del hotel Santuario Santiago.

## Galería

* Vanesa Rodríguez en Don Amor (Canal 13, 2008)
* Ana Karen Telias en Feroz (Canal 13, 2010)
* Ana Carrasco en Secretos en el Jardín (Canal 13, 2014)
* Pamela Riquelme en Valió la Pena (Canal 13, 2014)
* Hermana Virginia en 20añero a los 40 (Canal 13, 2016)
* Sofía Ramos en Preciosas (Canal 13, 2016)
* Constanza Rodríguez en DIme Quién Fue (TVN, 2017)
1/7
Display frame (interface)

**0.99.5a**
view **·** edit`CTRL`+`f`
In Model editor, hides or shows an adjustable 3D grid around the model's voxels, and a 2D reference grid on the active object. The size of the grid is set according to the frame grid spacing.

This frame can be visible at the same time as the regular grid.

Displaying the frame grid.

 Choose an interface mode for documentation
Model editorWorld editorRender
Miscellaneous (interface)/ru

**0.99.5a**
view **·** edit
Отображает или скрывает вкладку прочих инструментов в разделе редактора.

## Удаление (Hull)

Удаляет все невидимые воксели (например: воксели внутри модели, т.е. делает модели полыми).

Обратное заполнению действие.

## Заполнение (Flood)

flood [индекс цвета]
Заполняет все невидимые воксели (внутри моделей) выбранным цветом.

Обратное удалению действие.

## Фрактал (Fract)

"Фрактальное" заполнение модели, т.е. замена вокселей модели на другую модель.

Обе модели должны быть сохранены.

## Случайное заполнение (Rand)

rand [мин макс]
Заполнение выбранными цветами в случайном порядке (используются индексы цветов.

Консольная команда позволяет выбрать определенный диапазон цветов.

## Расширение (Dilat)

dil [ось]
Расширяет модель (добавляет слой) вдоль выбранных осей текущим цветом.

Консольная команда позволяет выбрать ось расширения, ± для выбора направления.

## Эрозия (Erode)

ero [ось]
Эрозия (удаления внешнего слоя) модели.

Консольная команда позволяет выбрать ось эрозии, ± для выбора направления.

 Выберите режим интерфейса для документации
МодельМирРендер
Jewelry

**Jewelry**is used to improve the statistics of Consorts  and Heirs, and to marry Heirs to other player's Heirs.

## Consort Jewelry

Consort Jewelry can be used to increase the Charm and Intimacy stats of one or more Consorts.

### Agate Ring

   Effect: Intimacy +1

Production: Daily Quest, Achievement, Event, Store

### Emerald Ring

   Effect: Intimacy +2

Production: Daily Quest, Achievement, Event, Store

### Silver Earring

   Effect: Charm +1

Production: Daily Quest, Achievement, Event, Store

### Gold Earring

    Effect : Charm +2

Production: Daily Quest, Achievement, Event, Store

## Heir Rings

### Silver Rings

    Effect: Required item for marriage of Junior, Senior, and Superior heirs.

Production: Event, Store

These can be purchased from the Token Store in the Feast  area for 500 tokens.

### Gold Rings

    Effect: Required item for marriage of Rare and Epic heirs.

Production: Event, Store

These can be purchased from the Item Store, 1 per day for 350 diamonds. During the Combine Event,

### Diamond Rings

    Effect: Required item for marriage of Master and Supreme heirs.

Production: Combine within limited time.
Ground (glossary)

Only visible in the world window, the **ground** is a virtual chequered grid providing a visual reference for organizing objects in space.

Voxels located above the ground are rendered, while those located under are not.

The virtual ground in World editor

## World size

MagicaVoxel world limit is `-1000` / `+1000`vx relative to the **ground** center, this means that:

* the editable world is `2000`vx wide on each axis
* the renderable world is `2000`x`2000`x`1000`vx wide (all voxels above the ground)

Red and white object are `200^3`vx wide, and are located along the MagicaVoxel World limits. Only the objects above the ground will be rendrered.
Depending on your hardware, there's also a limited number of solid voxels that can be rendered. See geometry render settings and `Config.txt` render buffers.
Line mode (interface)

**0.99.5a**
view **·** edit`l`
Sets brush in line mode.

Options available:

* Project
* Straight

## Project mode

Draws a voxel line between the start and end point. Voxels are projected on the first background objects encountered.

Line mode + Attach + Project line

## Straight mode

Draws voxels in a straight line between the start and end point.

Line mode + Attach + Straight line

 Choose an interface mode for documentation
Model editorWorld editorRender
Flip (world) (interface)/ru

**0.99.5a**
view **·** editНабор функций в редакторе мира на панели редактирования.

Эти функции эффективны только для (объектов или группы) на одном текущем уровне в списке.

Доступны следующие опции:

* X
* Y
* Z

## Опции

Каждая кнопка отражает выделенные элементы относительно данной оси.

Отражение объектов и групп

 Выберите режим интерфейса для документации
МодельМирРендер
Image size (interface)

**0.99.5a**
view **·** editText area only available in the Render interface.

Sets the output size of the rendered image for save image button, and reflects the render window size up to your supported resolution.

Range from `16 16` to `2048 2048` (`width height`), in pixels (px). Default value is `960 800`px.

Can be changed entering the numbers manually in the text area, or dragging the adjacent grey bar left or right.

Entering only one number auto-completes for a square size.

For a greater output size, see the image menu render.

See also the filter menu.

 Choose an interface mode for documentation
Model editorWorld editorRender
Align (interface)

**0.99.5a**
view **·** edit**Align** is a retractable set of functions from World editor's edit panel.

Moves two or more selected elements (objects or groups) along specific axes, to either:

* align their faces
* center them related to their centroid

These functions affects all sub-hierarchy level of selected elements.

## `+X` / `cX` / `-X`

* align objects to maximum X
* align objects to center X
* align objects to minimum X

Aligning elements along X axis

## `+Y` / `cY` / `-Y`

* align objects to maximum Y
* align objects to center Y
* align objects to minimum Y

Aligning elements along Y axis

## `+Z` / `cZ` / `-Z`

* align objects to maximum Z
* align objects to center Z
* align objects to minimum Z

Aligning elements along Z axis

 Choose an interface mode for documentation
Model editorWorld editorRender
Diagonal (interface)

**0.99.5a**
view **·** editdia [axis]

**Diagonal** is a retractable set of functions from Model editor's edit menu.

That function applies an axial symmetry along a plan median to the non-selected axis:

* either to the whole model if nothing is selected
* or to the selected voxels

For `y` axis in green, and `z` axis
in blue, `x` diagonal plan is in red
It emulates the reflection of a mirror that copies half of the object into the other half. On the right example image, diagonal `x` behaves like a mirror represented by the red line.

In both case, the "mirror" plan starts from the coordinate origins of the axis, and stretches at 45° towards the opposite object edge.

The transformation enlarges the object limits if needed, `256` voxels being the maximum size of each side of an object.

 Beware, this function mirrors everything: solid voxels, but also empty voxels!
See also mirror function.

Diagonal examples on `x` axis

 Choose an interface mode for documentation
Model editorWorld editorRender
Color palette (interface)

**0.99.5a**
view **·** editTable list of 255 cells (32 lines and 8 rows) that allows selecting a color or matter with `LButton` in the active palette.

Each cell of the palette is identified by a unique number, the color index, from `1` in the bottom left corner, to `255` in the top right corner.

The index of each color is displayed in the console message line when hovering over a cell.

Color indexes in the palette and floating menu

Each voxel in the project is linked to its color index value. If you change a color in the palette, all linked voxels will follow that new color change.

The index is also related to its position in the palette file (included in the project file when saving).

Using `RButton` on a color cell brings a palette floating menu to:

* mask all cells except the one selected
* sort the palette by ascending Value, Saturation and Hue
* select all voxels of active color
* deselect these ones
* delete these ones
* pin the menu so it doesn't close when selecting other color cells

To change the color of a palette cell, select it and expand the color menu.

 Drag and dropping a PNG file on the palette table replaces the current palette with colors of that PNG.

Palette colors can be manipulated in many ways. You can:

* switch 2 color values in the table
* duplicate a color to another cell/index
* create a gradient between 2 cells

See the shortcut page to learn about these tricks.

See also:

* Palette index
* Save palette
* Open palette
* New palette
* Color menu

 Choose an interface mode for documentation
Model editorWorld editorRender
Box select (interface)/ru

**0.99.5a**
view **·** edit`n`
Выделение вокселей внутри окна.

Доступны два типа:

* Бокс
* Прямоугольник

## Бокс

`ЛКМ` выделяет все воксели между двумя противоположными углами бокса.

Модификаторы:

* при нажатии `SHIFT` выделяет несколько отдельных боксов
* при нажатии `ALT`+`SHIFT` отменяет выделение

Выделение боксом

Выделение несколькими боксами

Отмена выделения

## Прямоугольник

`ЛКМ` выделяет абсолютно все (даже не видимые) воксели в прямоугольном окне выделения.

Модификаторы идентичны таковым в выделении боксом.

Прямоугольные выделение и отмена

 Выберите режим интерфейса для документации
МодельМирРендер
Display grids (interface)/ru/0.99.5a

**0.99.5a**
`CTRL`+`g`
## Редактор модели

Скрывает или отображает объемную сетку на вокселях модели и на границах объекта.

Эта сетка может отображаться одновременно с рамкой.

Сетка в редакторе модели

## Редактор мира

Скрывает и отображает сетку на всех видимых вокселях проекта.

Сетка в редакторе мира

## Рендер

Hides or shows a configurable 3D grid around all the visible voxels of the project, including/or only on the ground.

Render's grid
Notas

Depois de completar um minijogo, o jogador receberá uma nota dependendo do seu desempenho.

## Try Again

Try Again (pt: *Tente Novamente*) é a nota que o jogador recebe quando ele falha um minijogo, quando o jogador recebe esta nota, ele não conseguirá prosseguir, e terá que tentar novamente até conseguir um OK.

Ás vezes, se o jogador fez bem alguma das partes importantes do minijogo e quase recebeu um OK, esta nota é acompanhada por um incentivo falando uma certa parte da música que o jogador completou direito, assim como um incentivo.

OK
--

OK é a nota que o jogador recebe quando ele completa um minijogo normalmente, para passar de um estágio é preciso receber esta nota, esta classificação é considerada uma medalha de prata, mas não desbloqueia os Jogos Infinitos ou os Brinquedos de Ritmo.

Se o jogador consegue cumprir um ou dois requisitos para um Superb, mas não todos, ele ganhará um Just OK (pt: *Apenas OK*), que é a classificação mais próxima de um Superb, esta classificação conta como um OK mesmo assim.

## Superb

Superb (pt: *Excelente*) é a nota que o jogador recebe quando ele completa um minijogo com poucas falhas, significa que o jogador fez um excelente trabalho no minijogo.

Quando o jogador consegue esta classificação, ele ganhará uma medalha, além disso, o minijogo se tornará elegível para o desafio de conseguir um Perfeito, que aparecerá aleatoriamente em qualquer minijogo com essa nota.

## Curiosidades

* Se o jogador falhar três vezes seguidas em um minijogo, ele poderá pular o jogo indo até o Café.
Image size (interface)/0.99.5a

**0.99.5a**
Text area only available in the Render interface.

Sets the output size of the rendered image for save image button, and reflects the render window size up to your supported resolution.

Range from `16 16` to `2048 2048` (`width height`), in pixels (px). Default value is `960 800`px.

Can be changed entering the numbers manually in the text area, or dragging the adjacent grey bar left or right.

Entering only one number auto-completes for a square size.

For a greater output size, see the image menu render.

See also the filter menu.
New York Bling

## Bling / New York Bling

They spend their weekends dodging the bridge and tunnel crowd. In the hizzy, it's the New York Bling!

Season 2

## Bling - Season 2

* Portis "The Crazy Chinchilla" Hershey (Captain)
* Frank "The Tank", "The Big Pasta" Frisoli
* Adam "Malibu's Most Wanted" Ullberg
* Alvina "Virginia Slim" Carroll
* Mia "Pimpin'" Parler

Season 3

## New York Bling - Season 3

* Mia St. John (Captain)
* Tyrone Rush (Returning/Transferred from Barbell Mafia)
* Wade Clark
* Tami "Goggles" Bahat
* Greg "The Dirty Hippy" Lang
* Brian DeCato
* Justin Leffler (Substitute)
* Matt "Ryan Secrest" Gibbons (Substitute)
* Portis "The Crazy Chinchilla" Hershey (Returning)

## History

Season 2: Bling finished with a record of 5-5, but lost against the Reef Sharks in the Quarter Finals of the playoffs.

Season 3: New York Bling finished the season with a record of 8-2 and became the champions of season 3 defeating the Philadelphia Benjamins in the finals, and they became final winners of Extreme Dodgeball. Their overall record was 10-2.

## Facts

Most of Bling's victories in season 2 were against teams of the Classic Division and the Reef Sharks in the Expansion Division.

Bling is among the only three teams to defeat the CPA's during season 2.

Mia Parler made the most suicide kill victories in season 2.

Portis Hershey is the only member of the team to remain with Bling entering season 3.

The New York Bling is one of the only two teams to compete in sudden death overtime. The other being the Philadelphia Benjamins.

Brian DeCato is the only player in Extreme Dodgeball to be suspended from the season due to pushing Strati Hovartez of the Detroit Spoilers when a brawl took place during the game.

Tyrone Rush holds the record for the most kills in Season 3 with a total of 88.

Portis Hershey tied for the most Big Ball kills in Season 3 with 6.

Justin Leffler becomes the third person in Extreme Dodgeball to be medically removed from the game after his nose was broken by Greg Lang during a victory celebration against the Chicago Hitmen.

It took until the championship match for Mia St. Jon to get her first and only kill that season.

Brian DeCato later appeared as the first contestant on the premier episode of NBC's 1 vs 100.
Config.txt/0.99.2a

```
// [EPHTRACY 9/26/2018]

workspace
(
	// notice :
	// 1. use '$' for current directory, otherwise use full path
	// 2. use single '/' or '\' in the path
	// 3. don't have empty space at ends of the path

	dir_model		= [[$/vox]]
	dir_pattern		= [[$/vox]]
	dir_palette		= [[$/palette]]
	dir_export		= [[$/export]]
	dir_snapshot		= [[$/export]]
	dir_xs_shader		= [[$/shader]]
)

view
(
	// 0.5 ~ 3.0 : scale ui for high dpi screen
	ui_scale	= '1.0'

	// 0 ~ 255
	edge_color	= '17 17 17'//'255 51 102'

	// 0.0 ~ 1.0
	ambient_color	= '0.19 0.18 0.26'
)

file_iso
(
	size			= '2' // voxel size : [1 - 8]
	height			= '4' // height = size * 2 : [1 - 24]

	view			= '1' // num of views : [1 - 4]
	outline			= '1' // outline and highlight : [0, 1]

	top				= '1.17 1.15 1.25'		// top lighting [0.0 - 1.0]
	left			= '0.37 0.35 0.55'		// left lighting
	right			= '0.87 0.85 0.95'		// right lighting
	bevel			= '0.13 0.13 0.13'		// bevel highlight
)

file_2d
(
	size			= '16' // voxel size : [1 - 32]
	shadow			= '1'  // enable shadow : [0, 1]
	outline			= '0'  // enable outline : [0, 1]
)

file_obj
(
	scale			= '1 1 1'		// scale size
	pivot			= '0.5 0.5 0.0'	// pivot point ( modelSize * 'pivot' )
	tc_offset		= '0.5 0.5'		// texture coordinate offset ( 0 : corner; 0.5 : center )
	cw				= '0'			// ( 0 : counter clockwise; 1 : clockwise )
	axis			= 'XZ-Y'		// axis ( 'XYZ' : Z up; 'XZ-Y' Y up )

	optimize		= '1'			// merge voxel faces with same color
)

file_ply
(
	scale			= '1 1 1'
	pivot			= '0.5 0.5 0.0'
	tc_offset		= '0.5 0.5'
	cw				= '0'
	axis			= 'XYZ'
)

file_3ds
(
	scale			= '1 1 1'
	pivot			= '0.5 0.5 0.0'
	tc_offset		= '0.5 0.5'
	cw				= '0'
	axis			= 'XYZ'
)
```
Face mode (interface)/0.99.5a

**0.99.5a**
`f`
Sets brush in face mode.
Extrudes voxel "faces" (i.e. voxels next to each other, in the same `x/y/z` plan) by color or geometry detection.

Options available:

* Co / Ge
* Pa / Su
* 4 / 8

## Color or geometry connectivity

Changes your brush in the shape of a plain cube or sphere, centered on your mouse cursor.

 Color / geometry switch is also a option of region select

## Use palette or raw surface color

Alterns face detection between:

* Either the palette's active color
* Or the color selected in the model window

Face mode + Geometry connectivity + 4 neighbors
## Neighbor searching direction

Detects and applies the extrusion to voxels are "connected" to each other:

* 4 - either by being right-angled/normal to the selected voxel (orthogonal)
* 8 - or by surrounding the selected voxel in all direction of the plan (orthogonal + diagonal)

Example: `LButton` click on a dark brown voxel (plain red), detection applies on red dots

Face mode + Color connectivity + Use surface color
Face mode (interface)/ru/0.99.5a

**0.99.5a**
`f`
Переключает кисть в режим поверхности.
Выпячивает поверхностные воксели (например: воксели, расположенные близко к друг другу в одной `x/y/z` плоскости), определяемые цветом или геометрией.

Доступны три опции:

* Связь цветом или геометрией
* Использовать текущий цвет или исходный цвет поверхности
* Количество соседствующих вокселей

## Связь цветом или геометрией

Определяет способ выборки поверхности между цветом и геометрией.

 Переключение цвета и геометрии также присутствует в выделении области

## Использовать текущий цвет или исходный цвет поверхности

Переключает между двумя режимами:

* использование текущего цвета
* использование исходного цвета модели

Поверхность + Геометрия + 4 соседних вокселя
## Количество соседствующих вокселей

Определяет количество соседних вокселей с выбранным:

* 4 - ортогональные
* 8 - ортогональные и диагональные

Например: клик `ЛКМ` на темно-коричневый (красный квадрат) распространяется на красные точки

Поверхность + Цвет + Исходный цвет
Export (interface)/ru/0.99.4.2a

**0.99.4.2a**

Это меню позволяет экспортировать проект в виде 7 различных форматов (не считая .vox):

* Wavefront OBJ
* PLY
* MC
* XRAW (иногда использующийся на Unity)
* SLAB
* QB (использующийся в Qubicle)
* ISO, "Изометрический спрайт" = .png игровой спрайт
* 2D, "2D спрайт" = .png игровой спрайт

1. ↑ OBJ на Википедии
2. ↑ PLY на Википедии
3. ↑ Marching Cubes на Википедии
4. ↑ slab6 на Gamebanana
5. ↑ Qubicle Binary
Color palette (interface)/ru/0.99.3a

**0.99.3a**
* Позволяет выбрать цвет или вещество для применения на модели при помощи инструментов MagicaVoxel, таких как кисти или материалы, среди 255 позиций на текущей палитре.
* Выбор индекса цвета в палитре

 Перетаскивание .png файла во вкладку палитры заменит цвета в текущей палитре на цвета данного .png файла.
Смотрите также меню цвета.

Каждая клетка имеет уникальное порядковое число, индекс цвета, от `1` в нижнем левом углу до `255` в правом верхнем.

Индекс каждого цвета отображается в консольной строке при наведении на клетку.

Каждый воксель в проекте связан со значениями индекса цвета. Если вы измените цвет в ячейке, то все воксели с этим индексом будут перекрашены в данный цвет.

Изменять цвета можно в меню цвета под палитрой.

Доступны следующие опции:

* Смена мест двух цветов в палитре
* Копирование цвета в другую ячейку или индекс
* Создание градиента между двумя цветами

Смотри горячие клавиши.
0.99.5a (version)

## 0.99.5 - April 5th, 2020

1. Refactored Interface
	* Canvas size for single object increases to `256x256x256`vx.
	* Rendering method in the editor view is changed to pure ray casting.
	* Most of the brushes and edit commands are shader-based now (GPU accelerated).
	* Undo/Redo commands are compressed to reduce memory usage. (can undo up to 100 commands)
	* Can import jpeg images and export jpeg screenshot.
2. Config.txt
	* `workspace`: new `dir_ibl` and `dir_plugin` settings
	* `view`: removed `ground_color`, `edge_color`, `bg_color`, `bg_fade`
	* New `model_editor` setting to choose computing between cpu and gpu
Filter (interface)

**0.99.5a**
view **·** edit Related Ephtracy tweets

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**Filter** is a retractable set of functions from Render's matter panel.

## Denoise

**win64**
**macOS**
Offers the ability to use Intel® Open Image Denoise at the end of a render.

The denoiser follows the main image render size limit of 2048 square pixels. It's not possible to denoise renders made via the image menu.

Denoise filter in action

1. ↑ Intel® Open Image Denoise on Github

 Choose an interface mode for documentation
Model editorWorld editorRender
Gradients with Pattern Tool (tutorial)

**0.99.3a**

Gradients can bring life to many voxel creations and add a nice touch to any scene. This works both in nature and urban scenes. Gradients can enhance water, rocks, grass, walls, and many other things.

Pattern tool provides one of the easiest ways to create gradients.

First, select Pattern tool in the Brush panel or press P on your keyboard. Then choose Selection tool in the same panel or press N. Make sure the selection type is set to Box.

Select as many voxels as you like — later those will be your pattern with which you will create your gradient. You can either select some random voxels or create some sort of, well, pattern, depending on the final look of the gradient you are looking for. If your gradient will not be applied to a flat surface, it's best to select less voxels.

When you're done selecting voxels, press on the Box icon in the Pattern panel. Choose paint (or press G) and paint your artwork till you're satisfied with the result.

To add some diversity to your gradient select some voxels of the second colour and stamp some more. Your gradients can be as detailed as you'd like them to be.

## Rendered Gradients

One of the real scenes where both beach and water were coloured using Pattern tool

my\_little\_bunny, february 2019
Display grids (interface)

**0.99.5a**
view **·** edit`CTRL`+`g`
## Model editor

Hides or shows a 3D grid around the model's voxels, and a 2D reference grid on the visible objects limits.

This grid can be visible at the same time as the frame grid.

Model editor's grid

## World editor

Hides or shows a 3D grid around all the visible voxels of the project.

World editor's grid

## Render

Hides or shows a configurable 3D grid around all the visible voxels of the project, including/or only on the ground.

Render's grid

 Choose an interface mode for documentation
Model editorWorld editorRender
Ground (interface)/0.99.5a

**0.99.5a**
 Related Ephtracy tweets

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**Ground** is a retractable set of functions from Render's light panel.

Allows to control display settings of the scene's ground.

To be visible, display ground must be enabled.

See also Ground (glossary).

## Ground color

Can be changed using the color box.

It's also a setting in config.txt.

## Horizon

Visual attenuation of the horizon.

Range from `0` (full) to `100` (dissolved), unitless. Can be changed using the related arrows up/down or by entering a number manually.
Layers (interface)/ru/0.99.5a

**0.99.5a**
**Слои** это список в редакторе мира в меню мира.

Позволяет группировать элементы сцены в названные и окрашенные разными цветами "группы", которые могут быть отдельно отображены или скрыты.

Доступны 8 слоев разных цветов, названные от `0` до `7` по умолчанию. Цвета объектов видны на их гранях при отсутствии выделения.

Объекты создаются в слое `0` по умолчанию.

## Изменить имя слоя

изменяет название слоя при нажатии на иконку карандаша.

Переименование слоев

## Изменить видимость слоя

Чтобы скрыть слой, нажмите на цветной кружок в первом столбце списка.

Повторное нажатие вернет видимость слоя.

Скрытые слои не рендерятся.

Скрытие и отображение слоев

Выбрать слой для новых объектов==
Светло-серое выделение названия слоя указывает его выбранным для новых объектов.

Нажатие на другое название изменит выбранный слой.

Выбор слоя для новых объектов, переименование (опционально) и создание объектов

## Выбрать слой для выбранных объектов

Для смены слоя для объекта (или группы) выберите один или несколько элементов и нажмите на третий столбец в списке.

Выбор объектов, изменение и переименование слоев
Asya

*Asya devotes her time to helping the less-fortunate, as her mother and grandmother did before her. Although she understand the value of a powerful man, ever-greater charity is her true passion.*

## Embers of Asya's Mercy: Short Story

As the sunrise folds shadows away from the white mountains, a figure is already toiling in the palace canteen. Asya performs grand baking rituals producing warm heaps of bread for all those who must go without. Despite the best efforts of her supporters, she refuses to slow her campaign to give all subjects that extra push toward life, and away from the grimy jaws of mere survival. Asya cannot sleep well in her plush chambers unless she takes action to attempt to ease the suffering of a hundred strangers loyal to her kingdom. Her passion for philanthropy burns equally for her Sultan, who has captured her heart and encouraged her deeds since their first meeting!

Just as it is in charity, Asya’s zeal will not be diminished on the battlefield. Her enemies threaten the lives of the people she strives to protect! A sound, collected warrior to the end, Asya moves ever-forward with a graceful morality humming in her blade. She is known throughout the ranks as a fair general, compelled to set the world as fair as she sees fit. Although kindness is her calling card, she has no issue swinging her way out of any corner. The gushing wounds in her wake cannot disturb a conscious made weightless by innumerable selfless acts!
Face mode (interface)

**0.99.5a**
view **·** edit`f`
Sets brush in face mode.
Extrudes voxel "faces" (i.e. voxels next to each other, in the same `x/y/z` plan) by color or geometry detection.

Options available:

* Co / Ge
* Pa / Su
* 4 / 8

## Color or geometry connectivity

Changes your brush in the shape of a plain cube or sphere, centered on your mouse cursor.

 Color / geometry switch is also a option of region select

## Use palette or raw surface color

Alterns face detection between:

* Either the palette's active color
* Or the color selected in the model window

Face mode + Geometry connectivity + 4 neighbors
## Neighbor searching direction

Detects and applies the extrusion to voxels are "connected" to each other:

* 4 - either by being right-angled/normal to the selected voxel (orthogonal)
* 8 - or by surrounding the selected voxel in all direction of the plan (orthogonal + diagonal)

Example: `LButton` click on a dark brown voxel (plain red), detection applies on red dots

Face mode + Color connectivity + Use surface color

 Choose an interface mode for documentation
Model editorWorld editorRender
0.99.3a (version)

## 0.99.3 - February 3rd, 2019

1. Final Image Render : Render->Image Settings (Right Panel)
	* Photo Mode: up to `12000 x 12000` size images. Bloom effect is not available.
	* Turntable Mode: spinning camera animation with `Motion Blur`. Saved as `name (frame index).png image sequence`.
	* Both modes can render in the background.
	* You may need to disable `vsyn` in the GPU panel for this program.
2. Lens
	* Panorama Projection: `Lens->Pano`. Set image size `width = height x 2`
	* Focus: can fix or set focus distance by numbers.
	* Depth of Field effect can be enabled in all camera projection modes.
	* Fixed bugs for camera blades (images become darker) and grids.
3. Camera Control
	* `X+left click` to set the camera rotation center in both editing and rendering modes.
4. Export
	* add `slices/cubes/point clouds` export options
	* export settings (scale, axis, etc.) can be found in `config/config.txt/io_*`
	* export objects are named as `[project name]-[index]-[object name].[ext]`
	* the vertices of the mesh exports are using their global positions in the world editor.
5. Config
	* can modify `edge/ground/background/fade color` of the editor
	* add `hotkey.txt` in `config/` folder to bind keys to commands.
	* the keys `A-Z`, `0-9`, `F1-F12` are recommended.
	* `repeat` token means that you can hold the keys to automatically perform multiple times of actions, e.g. undo/redo
	* commands may be refactored in the future. The feature is not robust. Use it carefully.
Lens (interface)

**0.99.5a**
view **·** edit Related Ephtracy tweets

Tweet n°1091526203163459584

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**Lens** is a retractable set of functions from Render's matter panel.

## Field of view

Range from `1` to `360`, in degrees. Can be changed using the related slider or by entering a number manually.

## Projection

Allows to choose between Perspective, Stereographics or Spherical projection.

## Aperture size

Range from `0` to `100`, unitless. Can be changed using the related slider or by entering a number manually.

## Blade number

Range from `0` to `8`, in units. Can be changed using the related slider or by entering a number manually.

## Blade rotation angle

Range from `-180` to `180`, in degrees. Can be changed using the related slider or by entering a number manually.

## Set focus depth

Range from `0.0` to `9999.9`, unitless. Can be changed entering a number manually.

 Choose an interface mode for documentation
Model editorWorld editorRender
AZERTY (fr)(shortcut)

**0.99.6.2a**

###  Notes

· Ces raccourcis ont été vérifiés pour la version 0.99.3a.
· Sur MacOS, utiliser Command à la place de Ctrl

#### Fichier de projet/modèle

 CTRL+o | **O**uvrir le projet/modèle
 CTRL+SHIFT+p | Dupliquer le projet/modèle

#### Edition

 CTRL+y | Restaurer l'action annulée précédemment
 Suppr

#### Sélection

 CTRL+i
 CTRL+c
 CTRL+SHIFT+c
 CTRL+x

#### Mode miroir

(en brosse d'ajout, d'effacement ou de peinture)

 " | Miroir selon z

#### Rendu

 CTRL+u (*Render*)
 CTRL+w | Afficher l'ombrage (*shadow*)

#### Palette

 `CTRL`+`SHIFT` + déplacement
 `CTRL`+`ALT` + déplacement

## Voir aussi

* Raccourci personnalisés de camera par Coriniumite
Color box (interface)

**0.99.4.2a**
view **·** editA color box allows to change a function's color setting.

That color can be changed either:

* through the floating color menu brought with `LButton` click over the color box (relative palette color is modified)
* by `LButton` dragging that color box and dropping it over a palette's color index (color palette is not modified)

Color boxes are specific to render mode's light panel.

List of functions offering color boxes:

* Sun Color
* Uniform lighting
* Atmospheric scattering
* Fog color
* Grid color
* Edge color
* Ground color
* Background color

Example: a color box in the Fog function

Using the color box to change ground color

 Choose an interface mode for documentation
Model editorWorld editorRender
Flip (world) (interface)

**0.99.5a**
view **·** edit**Flip** is a retractable set of functions from World editor's edit panel.

These functions affects all sub-hierarchy level of selected elements (objects or groups).

Available functions:

* X
* Y
* Z

## Functions

Each axis button mirrors any selected element relatively to the axis vector.

Flipping objects and groups

 Choose an interface mode for documentation
Model editorWorld editorRender
Chilean Rose Hair Tarantula (Gramostola Rosea & Porteri)

The **Chilean Rose Hair Tarantula** is a very common species of tarantula. Often kept as pets, this species is very docile, often considered the friendliest of all tarantulas.

## Description

This tarantula is known for its rosy colored carapace, hence the name. On rare occasions, the whole body is covered in reddish hairs, known by keepers as the "red morph".
Center mode (interface)/ru/0.99.5a

**0.99.5a**
`c`
Переключает в режим центровой кисти.

Рисует воксельный диск или квадрат начиная с центра.

Доступны четыре режима:

* Диск или квадрат
* Нечетный или четный радиус

## Диск и квадрат

Рисует диск или квадрат, `ЛКМ` обозначает центр фигуры и плоскость, в которой она будет построена.

## Нечетный и четный радиусы

Определяет центр фигуры как 1 (нечетный) воксель или 4 (четный) вокселя.
Edit panel (world) (interface)

**0.99.5a**
view **·** editThis panel is specific to World editor mode.

It can be collapsed by clicking on the title, and re-expanded clicking the  button.

Available interface items in this menu:

* + Select
	+ Boolean

	+ Rot
	+ Flip
	+ Move
	+ Align

	+ Hide
	+ Order
* Edit panel
(world editor)

 Choose an interface mode for documentation
Model editorWorld editorRender
Material (interface)/0.99.5a

**0.99.5a**
**Material** is a retractable set of functions from Render's matter panel.

Allows to select a specific material and get additional settings for:

* Diffuse
* Metal
* Plastic
* Glass
* Cloud
* Emission

## Modify all materials

Applies selected material and settings to all colors of the palette.

## Reset to diffuse material

Applies `Diffuse` material to all colors of the palette.

## Copy material

Copy selected material and settings to the clipboard.

## Paste material

Applies clipboard material and settings to the selected color of the palette.
Image (interface)/0.99.5a

**0.99.5a**
 Related Ephtracy tweets

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**Image** is a retractable set of functions from Render's matter panel.

A main switch allows to choose between `Photo` and `Turntable` modes.

Clicking `Render` starts the rendering, which continues even if MagicaVoxel isn't the focused program.

Rendering can be cancelled hitting the red `Stop` button.

## Photo mode

Allows to bypass the image size limit up to `12000` px for output image width and height.

Photo mode does not support the denoise filter.

## Turntable mode

Allows to automatically save multiple renders made in complete or partial circle around the camera target point, according to these settings:

### Number of frames

Range from `1` to `3600`, in frames. Can be changed using the related slider or by entering a number manually.

### Angle

Range from `0` to `360`, in degrees. Can be changed using the related slider or by entering a number manually.

### Motion blur

Range from `0` to `1000`, unitless. Can be changed using the related slider or by entering a number manually.

 See also this tutorial: Turntable renders
Metal (interface)

**0.99.5a**
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**Metal** is a material available from Render's matter panel.

Allows to make all voxels of the selected color to reflect light as a metal surface in the scene.

## Metalness

Range from `0` to `100`, unitless. Can be changed using the related slider or by entering a number manually.

## Specular reflectivity

Range from `0` to `100`, unitless. Can be changed using the related slider or by entering a number manually.

## Surface roughness

Range from `0` to `100`, unitless. Can be changed using the related slider or by entering a number manually.

Metal material is available on all shapes.

 Pick voxel color on ground and set it to metal to make it reflective

 Choose an interface mode for documentation
Model editorWorld editorRender
Bloom (interface)/0.99.5a

**0.99.5a**
 Related Ephtracy tweets

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**Bloom** is a retractable set of functions from Render's matter panel.

## Toggle bloom calculation

Switch, has to be activated to calculate the Bloom effect. Progress is shown by a yellow bar bottom of the render window.

## Mix

Range from `0` to `100`, unitless. Can be changed using the related slider or by entering a number manually.

## Kernel size

Range from `0` to `100`, unitless. Can be changed using the related slider or by entering a number manually.

## Aspect ratio

Range from `0` to `100`, unitless. Can be changed using the related slider or by entering a number manually.

## Threshold

Range from `0.0` to `100.0`, unitless. Can be changed using the arrows or by entering a number manually.

> "*StarVox: Mix is basically the base intensity of the bloom, the size controls how far the bloom reaches, aspect creates glare.*"
>
>
>
Config.txt/0.99.4.2a

```
// [EPHTRACY 11/11/2019]

workspace :
{
	// 1. use '$' for current directory, otherwise use actual full path
	// 2. use single '/' or '\' in the path
	// 3. don't have empty space at ends of path

	dir_model		: [[$/vox]]
	dir_pattern		: [[$/vox]]
	dir_palette		: [[$/palette]]
	dir_export		: [[$/export]]
	dir_snapshot		: [[$/export]]
	dir_xs_shader		: [[$/shader]]
}

view :
{
	// [0.5, 3.0]
	ui_scale		: '1.0'

	// [0, 255]
	ground_color		: '60 60 60 150'

	// [0, 255]
	edge_color		: '17 17 17'//'255 51 102'

	// [0, 255]
	bg_color		: '38 38 38'

	// [0.0, 1.0]
	bg_fade			: '0.5'

	// [0.0 ~ 1.0]
	ambient_color		: '0.19 0.18 0.26'
}

render :
{
	dense_buffer		: '256'   // [16, 1024] MB
	sparse_buffer		: '256'   // [16, 2048] MB
}

io_iso :
{
	size			: '2' // voxel size : [1, 8]
	height			: '4' // height : size * 2 : [1, 24]

	view			: '4' // num of views : [1, 4]
	outline			: '1' // outline and highlight : [0, 1]

	top			: '1.17 1.15 1.25'		// top lighting [0.0 - 1.0]
	left			: '0.37 0.35 0.55'		// left lighting
	right			: '0.87 0.85 0.95'		// right lighting
	bevel			: '0.13 0.13 0.13'		// bevel highlight
}

io_2d :
{
	size			: '16' // voxel size : [1, 32]
	shadow			: '1'  // enable shadow : [0, 1]
	outline			: '0'  // enable outline : [0, 1]
}

io_obj :
{
	scale			: '0.1'
	axis			: 'XZ-Y'	// axis : { 'XYZ' : Z up; 'XZ-Y' Y up }
	cw			: '0'		// { 0 : counter clockwise; 1 : clockwise }

	merge			: '1'		// merge voxel faces with same color
}

io_ply :
{
	scale			: '0.1'
	axis			: 'XYZ'
	cw			: '0'
}

io_mc :
{
	scale			: '0.1'
	axis			: 'XYZ'
	cw			: '0'
}

io_cube :
{
	scale			: '0.1'
	axis			: 'XYZ'
	cw			: '0'

	margin			: '0.1' // 0.0 ~ 1.0
}

io_point :
{
	scale			: '1'
	axis			: 'XYZ'

	sample_offset		: '0 0 0' // 0.0 ~ 1.0
}

```
Camera index (interface)/ru/0.99.5a

**0.99.5a**
#Камера
Сохраняет и загружает до 10 позиций камеры со следующими параметрами:

* положение камеры
* точка фокуса
* режим камеры (перспективная, свободная и т.д.)

Эти параметры не привязаны к проекту и каждая из камер сохраняется в отдельном файле `camera#.txt` (где `#` - номер камеры), находящийся в папке `/config`.

Загрузка различных камер
## Сохранение камеры (QWERTY)

* Выберете число от 0 до 9 using на NumPad'е
* Сохранение происходит при нажатии `F7` или `7` (не на NumPad'е)

## Загрузка камеры (QWERTY)

* Выберете число от 0 до 9 using на NumPad'е
* Загрузка происходит при нажатии `F8` или `8` (не на NumPad'е)

## See also

* Custom camera shortcuts
* Custom camera buttons

by Coriniumite

1. ↑ Спасибо Grootfontein за наводку!
Mirror (edit) (interface)

**0.99.5a**
view **·** editmir [axis]

Mirror is a retractable set of functions from Model editor's edit menu.

That function applies an axial symmetry along a plan perpendicular to the selected axis:

* either to the whole model if nothing is selected
* or to the selected voxels

It emulates the reflection of a mirror that copies half of the object into the other half.
In both case, the mirrored half is the one closest to the origin of the coordinates.

 Beware, this function mirrors everything: solid voxels, but also empty voxels!
See also diagonal function.

 Choose an interface mode for documentation
Model editorWorld editorRender