recursal/Fanatic-Fandom huggingface dataset:
Box select (interface)/0.99.5a

**0.99.5a**
`n`
Allows selecting voxels within a dynamic window.

2 types of selection are available:

* Box
* Rectangle

## Box selection

`LButton` defines the 3D limits of a selection cube (2 opposite corners). Every voxel within this cube is selected.

Modifiers:

* add `SHIFT` to select multiple boxes
* add `ALT`+`SHIFT` to remove boxes

Simple box selection

Multiple boxes selection

Removing boxes of selection

## Rectangle selection

`LButton` defines a 2D rectangular window (2 opposite corners). Every voxel within this window is selected.

Modifiers are the same as Box selection.

Rectangle selections and deselections
Display frame (interface)/0.99.5a

**0.99.5a**
`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.
Config.txt/0.99.5a

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

workspace :
{
	// use '$' for current directory, otherwise use actual full path
	dir_model		: [[$/vox]]
	dir_pattern		: [[$/vox]]
	dir_palette		: [[$/palette]]
	dir_export		: [[$/export]]
	dir_snapshot		: [[$/export]]
	dir_xs_shader		: [[$/shader]]
	dir_ibl			: [[$/ibl]]
	dir_plugin		: [[$/plugin]]
}

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

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

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

model_editor :
{
	compute			: 'gl'	// { cpu, gl }
}

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
}

```
Color palette (interface)/ru

**0.99.3a**
view **·** edit
* 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.

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МодельМирРендер
Bounce (interface)/0.99.5a

**0.99.5a**
 Related Ephtracy tweets

Tweet n°1133732431004094465

Tweet n°1171037817469882368

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

## Diffuse

Range from `0` to `15`, unitless. Can be changed using the related slider or by entering a number manually.

## Specular

Range from `5` to `15`, unitless. Can be changed using the related slider or by entering a number manually.

## Scatter

Range from `5` to `15`, unitless. Can be changed using the related slider or by entering a number manually.

## Clamp

Range from `1` to `5000`, unitless. Can be changed using the related slider or by entering a number manually.
Ground (interface)

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

Tweet n°1127295207253344257

Tweet n°1094353803955064832

**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.

 Choose an interface mode for documentation
Model editorWorld editorRender
0.99.4.2a (version)

## 0.99.4.2 - September 8th, 2019

1. Intel Open Image Denoiser
	* Requirement: Windows x64, 4GB memory
	* Installation: download `plugin-win64.zip` and extract the content to your `MagicaVoxel` folder.
	* `Image->Filter->Denoise`: denoise rendered images in the preview mode. use mouse wheel to zoom in/out, left-drag to move image.
	* `Image->MRT`: render additional albedo and normal images to help the denoiser to preserve details. note that it does not always improve the quality.
	* `Sample->Bounce->Clamp`: clamp energy to reduce noises.
Edit panel (model) (interface)

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

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

Available interface items in this menu:

* + Tool
	+ Select

	+ Rot
	+ Flip
	+ Loop
	+ Scale
	+ Rotate
	+ Repeat

	+ Mirror
	+ Diagonal
	+ Shape
	+ Misc
* Edit panel
(model editor)

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

**0.99.5a**
**Layer** is a retractable list from World editor's world panel.

It allows arranging elements of a scene into named and colored "groups", that can be individually displayed or hidden.

8 layers of fixed color are available, named `0` to `7` by default. The object's color is visible on the edges of its limits when unselected.

Objects are created in the layer `0` by default.

## Edit layer names

To change the name of a layer, click on the pencil icon next to the "layer" submenu title.

It switches the interface in edit mode: selecting a layer's name allows you to type in the textbox.

When you're done editing names, click on the icon again to exit the edit mode.

Renaming layers

## Set layer visibility

To hide a layer, click on the corresponding colored dot in the first row of the layer's list.

Make the layer visible again by clicking in the same spot.

Hidden layers are not rendered.

Hiding/showing layers

## Set layer for new objects

A light gray on a layer name shows the current layer for new objects.

To change it, click on a layer name (out of name edit mode).

Choosing a layer for new objects, renaming it (optional), and creating objects

## Set layer for selected objects

To change object (or groups) layer membership, select one or more element, and in the layers list, click on the third row of the chosen layer.

Selecting objects, changing their layer and renaming layer
Move (world) (interface)/ru

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

Двигает элементов (объектов или группы) вдоль данной оси по одному вокселю за раз.

Эти функции эффективны для всех элементов на текущем подуровне в списке.

Перемещение также осуществляется перетягиванием векторов системы координат с помощью `ЛКМ`

## `Ground`

`g`

Выравнивает все выбранные элементы так, что нижние воксели касаются земли.

Выравнивание объектов с землей

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МодельМирРендер
Miscellaneous (interface)

**0.99.5a**
view **·** edit
**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.

 Choose an interface mode for documentation
Model editorWorld editorRender
Group objects (interface)

**0.99.5a**
view **·** editAllows to merge elements (objects or groups) together to form another group.

Each new group is added at the top of the scene's hierarchy, and is named `<group>` by default.

Grouping elements, visible in the scene outline

 Choose an interface mode for documentation
Model editorWorld editorRender
Light panel (interface)

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

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

Available interface items:

* + Sun
	+ Sky
	+ Fog
	+ Bounce
	+ Sample
	+ Geometry
	+ Grid
	+ Edge
	+ Ground
	+ BG
	+ Scale
	+ Shape

	+ - BG
		- GD
	+ - Edge
		- Grid
* Light panel

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

**0.99.5a**
 Related Ephtracy tweets

Tweet n°1130377289965985792

Tweet n°848068036045262848

**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
Glass (interface)

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

Tweet n°1131070505589641216

Tweet n°1130377289965985792

Tweet n°1129742767863869440

Tweet n°911712343997984768

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

Allows to make all voxels of the selected color to let through and reflect light as a glass surface in the scene.

## Glass - Transparency

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

## Refractive index

Range from `1.00` to `3.00`, 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.

## Attenuation

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

Glass material is available on `Cube`, `Sphr` and `Cyli` shapes.

 Choose an interface mode for documentation
Model editorWorld editorRender
Yo Soy Lorenzo

**Yo Soy Lorenzo**es la siguiente teleserie vespertina de Mega, planeada para ser estrenada en el año 2019 como reemplazo de la teleserie Isla Paraíso. Sus protagonistas serán Vivianne Dietz, Mario Horton, Jorge Arecheta y Francisco Reyes.

## Trama

La historia transcurre en Vista Hermosa, lugar donde vive Ernesto (Francisco Reyes), un empresario dedicado a la venta de quesos que esta empecinado en casar a su hija Laura (Vivianne Dietz), y acuerda un matrimonio de conveniencia con el hijo de un amigo suyo, Lorenzo (Jorge Arecheta). Todo empieza cuando este viaja al pueblo junto con Carlos (Mario Horton), su chófer y mayordomo, para concretar el compromiso. Pero en el camino confiesa no querer casarse por el hecho de ser homosexual. Ahí es cuando ambos deciden cambiar de identidades y el chófer pasa a ser Lorenzo.

## Elenco

* Mario Horton como Carlos González/Lorenzo Mainardi.
* Vivianne Dietz como Laura Orellana.
* Francisco Reyes como Ernesto Orellana.
* Jorge Arecheta como Lorenzo Mainardi/Carlos González.
* Patricia López como Patricia Silva.
* Sigrid Alegría como Jacinta Jofré.
* Gonzalo Valenzuela como Felipe Montreal.
* Teresita Reyes como Rosa Jaramillo.
* Otilio Castro como Ismael Rojas.
* Ricardo Vergara como Jimmy Canales.
* Constanza Araya como Gloria Arancivia.
* Mabel Farías como Margarita Jaramillo.
* María Elena Duvauchelle como Hortensia Jaramillo.
* Paula Luchsinger como Blanca Noriega Jofré.
* Francisca Walker como Nancy Álvarez Silva.
* Rodrigo Muñoz como Horacio Álvarez.
* Francisco Acuña como Ángel Jaramillo.
* Magdalena Urra como Ana Álvarez Silva.
* Bastián Faúndez como Diego Pérez.

### Participaciones Especial

* Carmina Riego como Norma.
* Alejandro Trejo como Agustín Mainardi.
* Hernán Contreras como Francisco Baeza
* Carolina Arredondo como Cora Arancibia
* Cristian Zúñiga como Renzo González
* Santiago Meneghello como Benjamín
* Simón Pesutic como Pololo de Nancy

## Curiosidades

* Debut de Francisco Reyes, Patricia López y Vivianne Dietz en Mega. La última producción de Reyes y Dietz fue Amar a Morir de TVN el año 2019; y de López fue 20añero a los 40 de Canal 13, el 2016.
* Debut en el género de Francisco *"Toto"* Acuña, comediante conocido por su participación en Morandé con Compañía, del mismo canal.
* Debut de Mario Horton y Constanza Araya en el horario Vespertino en Mega. Horton solo había trabajado en la nocturna Perdona Nuestros Pecados; mientras que Araya había trabajado en el horario diurno y nocturno.
* Primer producción de época en el horario vespertino de Mega.
Geometry (interface)/0.99.5a

**0.99.5a**
 Related Ephtracy tweets

Tweet n°1043494692007161856

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

## Sparse volume for large space

Allows a larger amount of solid voxels to be rendered; use it when one or more visible elements (objects or groups) are not rendered.

 SV deactivates any shape applied to voxels
Note : If your render still misses elements (objects or groups), try to increase your buffer size through config.txt.

Enabling sparse volume on a partially rendered model
Fog (interface)/0.99.5a

**0.99.5a**
 Related Ephtracy tweets

Tweet n°1137413383786061824

Tweet n°1128379437991497729

Tweet n°934869136420823040

Tweet n°766229614624591872

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

That light scattering only works in perspective and freestyle cameras.

## Fog density

Range from `0` to `200`, unitless. Can be changed using the related slider or by entering a number manually.

## Fog phase

Position of the fog volume/scattering in relation to the camera target.

Range from `-0.90` (backward) to `0.90` (forward), unitless. Can be changed by either entering a number manually, or clicking/dragging the arrows.

1. ↑ Thanks for the discovery Octtree!
0.99.4a (version)

## 0.99.4 - May 29th, 2019

1. Renderer
	* `Matter->Cloud`: Media material which supports multiple scattering inside volume.
	* `Sample->MIS-GGX`: Multiple Importance Sampling (MIS) for GGX surfaces (Metal/Plastic/Glass) for better reflection.
	* `Sample->TR-Shadow`: Tranlsucent Shadow which allows light passing though glass and cloud voxels. Only `Glass->Attenuation` can affect the light color.
	* can adjust `Bounce->Diffuse/Specular/Scatter` path depths separately.
	* can assign glass/cloud materials to sphere/cylinder shape voxels (for experiments only).
	* the renderer pipeline is refactored, which needs more time to improve, optimize and fix bugs.
	* some features such as fog scattering requires more researches.
	* frame drops and noises are expected.
Display grids (interface)/0.99.5a

**0.99.5a**
`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
Glass (interface)/0.99.5a

**0.99.5a**
 Related Ephtracy tweets

Tweet n°1131070505589641216

Tweet n°1130377289965985792

Tweet n°1129742767863869440

Tweet n°911712343997984768

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

Allows to make all voxels of the selected color to let through and reflect light as a glass surface in the scene.

## Glass - Transparency

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

## Refractive index

Range from `1.00` to `3.00`, 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.

## Attenuation

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

Glass material is available on `Cube`, `Sphr` and `Cyli` shapes.
Layers (interface)/ru

**0.99.5a**
view **·** edit**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

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МодельМирРендер
Align (interface)/ru

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

Перемешает два или более элементов (объектов или группы) вдоль данной оси чтобы:

* выровнять их по поверхности
* центрировать их в системе координат

Эти функции эффективны для всех элементов на текущем подуровне в списке.

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

* выровнять объекты по максимуму X
* выровнять объекты по центру X
* выровнять объекты по минимуму X

Выравнивание элементов вдоль оси X

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

* выровнять объекты по максимуму Y
* выровнять объекты по центру Y
* выровнять объекты по минимуму Y

Выравнивание элементов вдоль оси Y

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

* выровнять объекты по максимуму Z
* выровнять объекты по центру Z
* выровнять объекты по минимуму Z

Выравнивание элементов вдоль оси Z

 Выберите режим интерфейса для документации
МодельМирРендер
Enter group (interface)

**0.99.5a**
view **·** editAllows to access and edit elements inside a selected group, like objects or other groups.

Using the button is equivalent as clicking on an group in the scene outline.

Entering groups, either using the function's button or via the scene outline

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

**0.99.4.2a**
view **·** editThe **color menu** is a retractable set of functions from the palette panel. It displays or hide the active color settings menu, to change that color:

* either by manually setting values on the 3 horizontal color pickers, depending on the color model
* or by typing the 3 RGB/HSV/HEX values in the dedicated text area

In Render panels, this menu exists also as a floating color menu when you click on a color box.

Available functions:

* Switch between HSV/RGB color picker
* Show values
* Show SV block
* Pick color from screen
* RGB values
* Show HEX values

## Switch between HSV/RGB color picker

The **HSV / RGB** button alterns between 2 color models:

* HSV for `**H**ue`, `**S**aturation`, `**V**alue`
* RGB for `**R**ed`, `**G**reen`, `**B**lue`

## Show values

Shows HSV or RGB values next to the color pickers.

## Show SV block

Merges `Saturation` and `Value` into one color picker.

## Pick color from screen

Click and hold `LButton` on the color box, drag it over any color (even out of MagicaVoxel) and release to pick.

Picking color out of MV
## RGB values

Each primary color value is coded in a block from `0` to `255`, all 3 blocks separated by a space.

## Show HEX values

Allows to change active color in a web-friendly value. Each primary color is coded in a hexadecimal block, from `00` to `ff`, no space between the 3 blocks.

1. ↑ Color model (Wikipedia)
2. ↑ RGB color model (Wikipedia)
3. ↑ HSL and HSV (Wikipedia)
4. ↑ Colors HEX (W3Schools)

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

**0.99.5a**
 Related Ephtracy tweets

Tweet n°1122560357791350784

**Diffuse** is the first and default material available from Render's matter panel.

Allows to make all voxels of the selected color to get diffuse reflection behavior.

Diffuse material doesn't provide settings, and is available on all shapes.

Diffuse settings

1. ↑ Diffuse reflection on Wikipedia
Diagonal (interface)/0.99.5a

**0.99.5a**
dia [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
0.99.6.1a (version)

## 0.99.6.1 - September 13th, 2020

1. Voxel Shader
	* no need to define `id` for arguments.
	* use `var` to define alias of arguments. same as `float var = i_args[id];`.
	* can import and export arguments values.
	* can display compile errors in the console window.
	* can get color selections via: `color_sel()`.
	* can get palette color via: `palette()`.
	* increase number of arguments to `16`.
	* add interation number to the interface.
Isometric camera (interface)/0.99.5a

**0.99.5a**
`#Camera`
Changes camera view to allow an isometric projection of the model, by locking the vertical camera ruler of the orthogonal camera.

Rotation of the model around the vertical axis is still allowed, target point being the center of camera rotation.

 A true isometric view is achieved when setting the horizontal camera ruler to `±45` or `±135` degrees.

Isometric camera movements

1. ↑ Isometric projection on Wikipedia
Cloud (interface)

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

Tweet n°1165257858549735424

Tweet n°1134610320884928513

Tweet n°1133731208804917249

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

Allows to make all voxels of the selected color to behave as a cloud in the scene.

## Density

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

## Phase mix

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

## Phase 0 & 1

Phase 0 and phase 1 range from `-0.90` to `0.90`, unitless. Can be changed using the related slider or by entering a number manually.

Cloud material is available on `Cube`, `Sphr` and `Cyli` shapes.

## Clouds a deep dive

How do clouds work?

Clouds have 3 main components..
...Cloud(density)
...Mix(Phase mix)
...Phase 0/1.

Understanding density is quite simple.
Cloud density is determined by the slider from 0-100 and the more you add the more dense the material becomes.
Clouds at 1 are an almost invisible haze, but clouds at 100 will be as dense as sponge.

This was easy enough.
How to use mix? To understand mix, you first have to understand how Phase works.

Phase determines how light rays scatter in the cloud material.
The Phase value -0.90 to 0.90 specifies if rays scatter "backwards"(negative values make rays scatter backwards) or "forwards"(positive numbers make rays scatter forwards).

What does that mean?

    Backwards Scattering means that if a light ray hits the cloud more of the light will get reflected and scatter back.

This makes the cloud brighter because more light hits the camera. Setting the value to -0.90 will make the cloud look almost like cotton or snow.

Forward scattering means if a light ray hits the cloud most of the light will penetrate the cloud material and less light will be reflected, making the cloud darker. Setting the phase value to 0.90 will make the voxel almost completely black.

How does Mix affect the clouds appearance?
Instead of seeing the mix value as slider from 0-100 you need to look at it as a scale.
Why? Because Mix determines how much of each scatter occurs in the cloud material.

Thats why 2 Phase values exist. If you set Phase 0 to -0.90 and Phase 1 to 0.90 and set mix to 50 you will get a 50/50 split of each scatter type.
If you set mix to 0 you will only use the value in Phase 0(the left number)and if you set mix to 100 you will only use the value in Phase 1(the right number).

Usually you don't need to change the phase value,they are set by default to represent realistic clouds.
You can usually get realistic looking clouds by tweaking the mix and density values.

 Choose an interface mode for documentation
Model editorWorld editorRender
Config.txt/0.99.3a

```
// [EPHTRACY 2/10/2019]

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'
}

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
}

```
Fog (interface)

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

Tweet n°1137413383786061824

Tweet n°1128379437991497729

Tweet n°934869136420823040

Tweet n°766229614624591872

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

That light scattering only works in perspective and freestyle cameras.

## Fog density

Range from `0` to `200`, unitless. Can be changed using the related slider or by entering a number manually.

## Fog phase

Position of the fog volume/scattering in relation to the camera target.

Range from `-0.90` (backward) to `0.90` (forward), unitless. Can be changed by either entering a number manually, or clicking/dragging the arrows.

1. ↑ Thanks for the discovery Octtree!

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

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

Tweet n°1042083568917377024

Tweet n°973000473316913152

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

Allows to control display settings of a reference grid on every elements (objects or groups) of the scene, including/or only on the ground.

To be visible, display grids must be enabled.

## Grid spacing

Range from `1` to `1024`, in voxels. Can be changed using the related arrows up/down or by entering a number manually.

## Grid width

Range from `0.01` to `1.0`, unitless. Can be changed using the related arrows up/down or by entering a number manually.

## Only display grid on ground

Switch, adds or removes grid display on elements (objects or groups).

 Choose an interface mode for documentation
Model editorWorld editorRender
Edit panel (model) (interface)/0.99.5a

**0.99.5a**
This panel is specific to Model editor mode.
It can be collapsed by clicking on the title, and re-expanded clicking the  button.

Available interface items in this menu:

* + Tool
	+ Select

	+ Rot
	+ Flip
	+ Loop
	+ Scale
	+ Rotate
	+ Repeat

	+ Mirror
	+ Diagonal
	+ Shape
	+ Misc
* Edit panel
(model editor)
Model window (interface)/0.99.5a

**0.99.5a**
`various` camera
`ALT`+`LButton`
`CTRL`+`LButton`
In Model editor, the **model window** displays the content of the current object according to the camera position, zoom level and style (perpective, freestyle, etc.).

This is where to alter the content of an object with brushes.

All other elements (objects or groups) visible in the scene are locked and darkened.

View cube and camera ruler are displayed if enabled.

## Import an image

Drag & dropping a PNG image in the model window will replace all the voxels of your current object:

* first, MagicaVoxel will resize your object. One pixel (px) of the original image will correspond to one voxel (vx) of the model
	+ `x` axis will match the width
	+ `y` axis value will be `1`
	+ `z` axis will match the height
	+ If the image is larger than `256 x 256` px, your image will be resized to fit in a `256 x 1 x 256` vx model
* then, MagicaVoxel will attempt to use colors of its active palette to attribute colors of the image to the voxel object

If you don't want your voxels to be replaced while importing an image, use the same drag & drop in the World window.

 Learn more on image importation following this tutorial

The model window (left) and the scene outline (right).

`ball` is the object currently edited, while `pyramid` and `cube` are other objects, locked in the background.
0.97 (version)

## 0.97 - 11/30/2015

1. Enhanced Brushes, Improved UI and File System:

* Save and Open dialog for all Palette, Model, Export, Screenshot files
* Face Brush: extrude surface by dragging with various modes
* Voxel Brush: has been integrated with Cube and Sphere Brushes, working with mirror and axis modes now
* Circle Brush: center voxel of circle is not operated; support even diameter size
* HUD: voxel coordinates, volume size, face layers, circle radius are displayed in console now
* Camera: added `X+RButton` to select camera focus center, and yellow button to toggle auto camera focus
* Export: fixed `obj` export and more config options for isometric and 2d sprite export
* Render: `Light->0` is changed to pure color model; the ground in orth/iso mode will be infinity large
* Multiple UI improvements
Group (glossary)

**Groups** are used to handle large projects content more easily.

## Definition

Two or more world elements merged / linked together.

## Properties

Elements of a group can be objects or other groups.

These elements are grouped or ungrouped in World editor.

A group limits extends to the elements inside of it.

A selected group can be renamed using the same menu as for objects.

`ball` and `pyramid` objects are grouped, visible in the scene outline
## Manipulating groups

Groups can be moved the same way as objects.

World editor does not provides coordinates for groups, only a chequered ground as reference.

Selected groups are delimited by a white outline, while others by the color of their respective layer.

 Elements part of a group don't have to share the same layer
Existing groups are displayed in the scene outline by order of creation, and can be reordered with the order function.

To interact with elements inside a group, either:

* enter a selected group
* click on the group in the scene outline

An expandable plain orange triangle precedes a group name in the list.

Navigating through the groups of a scene through the scene outline
Delete objects (interface)/0.99.5a

**0.99.5a**
Removes the selected objects from the current scene.

Deleting objects from the scene.
## 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.
0.99.4.1a (version)

## 0.99.4.1 - September 1st, 2019

1. Renderer
	* `Sky->IBL`: Image Based Lighting. use ".hdr" format panorama images to light the scene.
	* `Fog`: add Equi-angular sampling back to reduce noises. support fogs in othogonal views in a bounding volume.
	* `Media`: enable `Sample->TR-Shadow` to allow single direct lighting; enable `Sample->MIS-Cloud` to allow multiple direct lighting (very expensive).
	* `Color` all color options have their own color pickers which support HSV, RGB, H-Block and Hex values.
	* `Palette Menu` right click the palette view to show the pop-up menu.
Emission (interface)/0.99.5a

**0.99.5a**
 Related Ephtracy tweets

Tweet n°1131038010223595520

Tweet n°973039442318512128

Tweet n°846084473347342336

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

Allows to make all voxels of the selected color to emit light in the scene.

## Light emission

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

## Radiant flux

Range from `1` to `5`, unitless. Can be changed clicking on the cells.

## Low Dynamic Range

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

> "*DocMcFly: LDR low dynamic range decreases the contrast between lightened and not lightened voxels. Light effects becomes dull.*"
>
>
>
Line mode (interface)/ru

**0.99.5a**
view **·** edit`l`
Переключает в режим линии.

Доступны две опции:

* Проецирование
* Прямая

## Проецирование

Рисует воксельный отрезок между начальной и конечной точками. Воксели проецируются на первый встречный на заднем плане объект.

Линия + Прикрепление + Проецирование

## Прямая

Рисует прямой отрезок между начальной и конечной точками.

Линия + Прикрепление + Прямая

 Выберите режим интерфейса для документации
МодельМирРендер
0.99.3a (version)/tw

## 0.99.3 - 02/03/2019 更新記錄

1. 最終圖像渲染：渲染 - >圖像設置（右側面板）
	* 照片模式：最大上限`12000 x 12000`的圖像。 高光效果在此模式下無法使用。
	* 轉盤模式: 旋轉相機動畫加上`動態模糊`. 另存為`名稱 (幀編號).png 影像序列`.
	* 兩種模式都可以在背景渲染。
	* 您可能需要在GPU面板中禁用此程序的`vsyn`。
2. 鏡頭
	* 全景投影： `Lens->Pano` 設定畫面大小： `width(寬) = height(高) x 2`
	* 焦距: 可固定或依靠數字調整焦距
	* 景深可以在所有圖像模式中開啟
	* 修復相機鏡頭葉片(使圖像變暗)以及網格的錯誤問題。
3. 相機控制
	* `X+滑鼠左鍵` 在編輯模式和渲染模式下設置相機旋轉中心。
4. 配置 (Config文件檔)
	* 在`config/`資料夾裡加入了`hotkey.txt`，可設定指令快捷鍵。
	* 建議使用按鍵`A-Z`、`0-9`和`F1-F12`。
	* 新增`repeat`單詞，代表你可以按住按鍵以自動執行多次操作，例如:上一步/下一步。
	* 指令可能會在將來重構。 該功能並不完整，請小心使用。
Mirror (edit) (interface)/ru

**0.99.5a**
view **·** editmir [ось]

Отображает или скрывает вкладку зеркала в разделе редактора.

Зеркальное отражение модели или выделенных вокселей относительно выбранной оси.

 Зеркальное отражение распространяется также и на пустое пространство!
Смотрите также диагональ.

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

**0.99.5a**
Функция в редакторе мира на панели редактирования.

## `Union` - Объединение

Объединяет два или более элементов (объектов или группы) в один объект.

Лимит размера объекта также применяется (Максимум 126 вокселей по каждой оси).

Применяется ко всем элементам независимо от их положения в списке.

Объединение слишком отдаленных объектов обрезает содержимое
0.99.5.1a (version)

## 0.99.5.1 - June 5th, 2020

1. World Editor
	* double-click to enter/leave elements (objects or groups):
		+ `RButton` double-click to leave element
		+ `LButton` double-click to enter element
	* new option to allow ``SHIFT` + drag` to duplicate/reference objects
	* the latency of switching between model editor and world editor is reduced
	* `Ref-R` recursively convert reference to duplicate
	* reset rotation to identity tool
2. Brush
	* brush modes (`V/F/B/L/C/P`) and options (`Mirror/Axis`) can be applied to the brush selection tool
	* new resizable box brushe use gizmo to resize the box; `ENTER` or other stroke/edit to commit
	* new SDF brush: box brush + voxel shader
	* ``CTRL` + `ALT` + drag` to resize voxel brush
	* sculpt brushes can be applied to either selected or unselected regions
	* Region options are also applied to remove/replace voxel color brushes
3. Live crop and fit
	* `Fit` tool allows fitting the size of multiple objects
	* `Crop` tool allows live resizing the canvas: drag arrow body to resize, drag arrow head to move
	* New `1/2` tool
4. IO panel
	* export / import palette / materials / rendering / camera / notes settings in text format
	* determine which components are saved in the vox file
	* export options: only export selected objects; export models in local space
	* import options: match similar colors in the palette; only import colors/materials for selected palette region
5. Shader panel
	* can bind user defined arguments to the interface via comments
	* live update by using the box brush
6. Palette Note panel
	* add note to each row of the palette
7. Display
	* Ambient Occlusion (`AO`) and `Constant` shading modes
	* `Fade`: Toggle background objects fading
	* change `grid/edge/selection/background` color
Background (interface)/0.99.5a

**0.99.5a**
 Related Ephtracy tweets

Tweet n°1199837361317851136

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

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

To be visible, display background color must be enabled.

Not to be confused with display background objects.

## Background color

Can be changed using the color box.

Default value can be set in config.txt changing `bg_color`.

## Transparent background

Switch, allows to render the scene with or without a transparent background, useful for image export.
Export (interface)

**0.99.4.2a**
view **·** edit
That collapsible menu allows to export the project into 7 different file format (VOX excluded):

* Wavefront OBJ
* PLY
* MC
* XRAW (sometimes used in Unity)
* SLAB
* QB (used in Qubicle)
* ISO for "Isometric pixel sprite" = a PNG game sprite
* 2D for "2D sprite" = a PNG game sprite

The export path can be changed in the configuration file config.txt on line `dir_export`.

1. ↑ OBJ format on Wikipedia
2. ↑ PLY format on Wikipedia
3. ↑ Marching Cubes on Wikipedia
4. ↑ slab6 format on Gamebanana
5. ↑ Qubicle Binary format

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

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

These functions affects only the current hierarchy level of selected elements (objects or groups).

## `Hide`

Hides the voxel content of selected element(s).

## `Show`

Shows the voxel content of selected element(s).

 Choose an interface mode for documentation
Model editorWorld editorRender
0.99.2a (version)

## 0.99.2 - September 29th, 2018

1. New Interface
	* Redesigned the interface
	* Slidable and resizable panels
	* SDF font rendering
	* `CTRL+Wheel` or `CTRL +/-` to scale UI size
	* a basic object list to show the scene graph, will be improved in future updates
2. Renderer
	* Large Sparse Volume: `Sample->Geometry->SV` the rendering volume increases to `2048x2048x1024`. But the total number of solid voxels is still limited. SV Mode works with cubic voxel only
	* Voxel Shapes: new `Clay` shape with the previous supported shapes (`Lego`, `Marching Cubes`, etc.)
	* World Scale: rectangular voxels
	* Pixelated Illumination: `Sample->PX`
	* Can show sun disk in the sky; added Ozone attenuation
	* Fix bugs in orthogonal views
	* Voxel shapes and SV mode will be improved in future updates
3. Palette
	* `CTRL+Drag`: swap (move) color
	* `CTRL+SHIFT+Drag`: duplicate color
	* cmd `pal sort [+-hsvrgb]`: sort palette colors (e.g. `pal sort vsh`)
4. Voxel Shader
	* add `xs_shader` in config.txt
	* can execute subfolder shaders: `xs sub/poly`
0.98.1b (version)

## 0.98.1 - December 30th, 2016

1. Selection
	* New `Box/Rect/Region` selection brushes
	* New selection tools `Edit->Select`: Copy/Paste, Deselect/Inverse Select, etc.
	* `Attach/Erase/Paint` brushes can only operate on unselected voxels
	* `Move/Remove Color/Replace Color` brushes can operate on both selected and unselected voxels
	* Edit Tools can only operate on selected voxels
	* Transform Tools `Flip/Rot/Loop/Scale/Repeat` modify selected voxels around local center
	* `Export` only exports selected voxels if selection exists
2. Selection Brushes
	* `+SHIFT` to add selection, `+SHIFT+ALT` to subtract selection
	* Box Select: select voxels within a box
	* Rect Select: select voxels within a screen rect: `K+RButton` click voxel to navigate to 90 degree view
	* Region Select: select voxels within same volume, same face, or with same color
3. Pattern Brush
	* Can create Pattern directly from selection: very helpful for texturing surface/duplicating small shapes
	* Can rotate Pattern around z, x, y axes with keys `-/+`, `9`, `0`
	* Can add local offset to Pattern with arrow and page keys
	* Reset local offset to 0 with `Home` key
4. Bounding Box and Frame Grids
	* Can select on all six faces of bounding box now
	* `View->Frame`: can change spacing, very helpful for measurement
5. Camera Setting
	* `Camera->ton`: ACES Filmic Tone Mapping
	* `Camera->dof`: Depth of Field, click voxel with `LButton` to set camera focus
6. Misc
	* Command `dia [axis]`: diagonal symmetry
	* Command `o slice`: export volume as an image of size (width, height x depth)
Grid (interface)/0.99.5a

**0.99.5a**
 Related Ephtracy tweets

Tweet n°1042083568917377024

Tweet n°973000473316913152

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

Allows to control display settings of a reference grid on every elements (objects or groups) of the scene, including/or only on the ground.

To be visible, display grids must be enabled.

## Grid spacing

Range from `1` to `1024`, in voxels. Can be changed using the related arrows up/down or by entering a number manually.

## Grid width

Range from `0.01` to `1.0`, unitless. Can be changed using the related arrows up/down or by entering a number manually.

## Only display grid on ground

Switch, adds or removes grid display on elements (objects or groups).
Bounce (interface)

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

Tweet n°1133732431004094465

Tweet n°1171037817469882368

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

## Diffuse

Range from `0` to `15`, unitless. Can be changed using the related slider or by entering a number manually.

## Specular

Range from `5` to `15`, unitless. Can be changed using the related slider or by entering a number manually.

## Scatter

Range from `5` to `15`, unitless. Can be changed using the related slider or by entering a number manually.

## Clamp

Range from `1` to `5000`, unitless. Can be changed using the related slider or by entering a number manually.

 Choose an interface mode for documentation
Model editorWorld editorRender
Move voxel (interface)

**0.99.5a**
view **·** edit`CTRL+LButton`
loop [axis] [offset]
Move selection in selected plan, or entire model if nothing is selected.

Adding `SHIFT` changes moving direction right-angled to the selected plan.

Simple move of an entire model

Moving a model's selection

Adding `SHIFT` to moving selection

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

**0.99.5a**
dia [ось]

Отображает или скрывает вкладку диагонального отражения в разделе редактора.

Ось `y` - зеленая, `z` - синяя и диагональ
отражения по оси `x` - красная линии.

Отражает модель или выделенные воксели перпендикулярно относительно выбранной оси.

На примере указано как происходит зеркальное отражение по оси `x`, обозначенной красной линией.

Если размер модели после масштабирования выходит границы объекта, будет применяться ограничение на воксели в количестве 126 по каждой оси.

 Зеркальное отражение распространяется также и на пустое пространство!
Смотрите также зеркало.

Примеры диагонального отражения по оси `x`
Flip (model) (interface)/0.99.5a

**0.99.5a**
flip [axis]

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

Moves voxels in a spacial symmetry perpendicularly to the selected axis:

* either the whole model (object) if nothing is selected - symmetry axis being at the object's center
* or the selected voxels - symmetry axis being at the center of the selection
Material (interface)

**0.99.5a**
view **·** edit**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.

 Choose an interface mode for documentation
Model editorWorld editorRender
Freestyle camera (interface)

**0.99.5a**
view **·** edit`#Camera`
Changes camera view in 3-point perspective, camera being the center of camera rotation.

Allows exploring the model in FPS-like movements.

Freestyle camera movements

1. ↑ Three-point perspective on Wikipedia

 Choose an interface mode for documentation
Model editorWorld editorRender