recursal/Fanatic-Fandom huggingface dataset:
Camera index (interface)/ru

**0.99.5a**
view **·** edit#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!

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

**0.99.5a**
view **·** edit`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

 Выберите режим интерфейса для документации
МодельМирРендер
Color box (interface)/0.99.4.2a

**0.99.4.2a**
A 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
Box select (interface)/ru/0.99.5a

**0.99.5a**
`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
Matter panel (interface)/0.99.5a

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

Available interface items:

* Material   All

	+ Diffuse
	+ Metal
	+ Plastic
	+ Glass
	+ Cloud
	+ EmissionReset | Copy | Paste

Diffuse

	+ Lens
	+ Film
	+ Bloom
	+ Image
	+ MRT
	+ Filter
* Matter panel
Leave group (interface)

**0.99.5a**
view **·** editAllows to exit editing elements of a group, and access the upper level of the elements hierarchy.

Using the button is equivalent as clicking directly in the scene outline.

Leaving a group, either using the function's button or via the scene outline

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

**0.99.5a**
view **·** edit 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

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

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

Tweet n°845279144044847104

Tweet n°811224384820146176

Tweet n°810829935610830848

Tweet n°734486135200710656

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

## Exposure

Range from `0.1` to `30.0`, in seconds (?). Can be changed using the related slider or by entering a number manually.

## Vignette

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

## Gamma correction

Range from `1.0` to `5.0`, in units. Can be changed using the related slider or by entering a number manually.

1. ↑ Read more about ACES tone mapping on Krzysztof Narkowicz's blog
2. ↑ Gamma correction on Wikipedia

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

**0.99.5a**
`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
Display edges (interface)

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

Hides or shows a black outline on the model's edges.

Displaying edges in model editor

## World editor

Hides or shows a black outline on the model's edges of all visible objects.

Displaying edges in world editor

 Choose an interface mode for documentation
Model editorWorld editorRender
Matter 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:

* Material   All

	+ Diffuse
	+ Metal
	+ Plastic
	+ Glass
	+ Cloud
	+ EmissionReset | Copy | Paste

Diffuse

	+ Lens
	+ Film
	+ Bloom
	+ Image
	+ MRT
	+ Filter
* Matter panel

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

**0.99.5a**
view **·** edit`CTRL`+`b`
In Model editor, **BG** hides or shows other elements (objects or groups) except the one being edited.

Does not have any effect in World editor.

Not to be confused with background.

Displaying background objects in model editor

 Choose an interface mode for documentation
Model editorWorld editorRender
Camera index (interface)

**0.99.5a**
view **·** editSee #Camera
Saves or loads up to 10 camera positions in space, through parameters:

* point of view
* target point
* mode (perspective, freestyle, etc.)

These parameters are independent of the project, and each camera is saved in a separate file `camera#.txt` (with `#` as index) located in the `/config` folder of MagicaVoxel.

Loading different camera indexes
## Save a camera (QWERTY)

* Choose a number from 0 to 9 using the numeric pad
* Save with the `F7` or `7` key (not on numpad)

## Load a camera (QWERTY)

* Choose a number from 0 to 9 using the numeric pad
* Load with the `F8` or `8` key (not on numpad)

## See also

* Custom camera shortcuts
* Custom camera buttons

by Coriniumite

1. ↑ Thanks to Grootfontein for the tip!

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

**0.99.5a**
Table 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
Boolean (interface)

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

## Union

Combines 2 or more elements (objects or groups) into one object.

Object size limit restriction applies (`256`vx maximum in all axis).

Affects all selected elements, whatever hierarchy level they're in.

Creating a union of elements resulting in an object larger than `256`vx crops the content

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

**0.99.5a**
view **·** editRemoves 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.

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

**0.99.5a**
view **·** edit 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.*"
>
>
>

 Choose an interface mode for documentation
Model editorWorld editorRender
Color menu (interface)/0.99.4.2a

**0.99.4.2a**
The **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)
Coordinate system (glossary)

## Definition

Set of 3 vectors representing the directions of each axis, which origin is the centroid.

## Properties

In World editor, when elements (objects or groups) are selected, the coordinate system is graphically represented by 3 colored axis, as for the view cube:

* red for `x` axis
* green for `y` axis
* blue for `z` axis

Its origin is the centroid of the one or more selected elements.

Clicking and dragging an axe allows to move the whole selected elements.

The arrow of an axe (vector) show the positive way.

3 colored diagonals between the vectors also complete this system, allowing to drag the selected elements onto the related plane.

The coordinate system of an object, located at its centroid

1. ↑ Centroid ( = geometric center) on Wikipedia
Gemelas

**Gemelas** es una teleserie en producción que será emitia en Chilevisión el año 2019, en horario prime. Será protagonizada por Paloma Moreno en doble rol, Cristián Arriagada y Eyal Meyer. Es una adaptación de la teleserie argentina *"Educando a Nina"* planeada para ser emitida el año 2019.

## Elenco

* Paloma Moreno como Luisa *"Luchita"* Rivera/Dominga Vázquez de Acuña
* Cristián Arriagada como Renzo Martínez.
* Eyal Meyer como Antonio Martínez - **Villano Principal**.
* Julio Milostich como Manuel Vázquez de Acuña.
* Francisco Gormaz como Vicente Jesús - **Villano**.
* Loreto Valenzuela como Francisca *"Paquita"* Montiel.
* Carolina Varleta como Estela Ormeño.
* Berta Lasala como María *"Maruca"*.
* José Secall como José *"Pepucho"* Rivera.
* Elvira Cristi como Andrea Lombardi - **Villana**.
* Karla Melo como Magaly Tamayo.
* Felipe Álvarez como Alberto *"Tato"*.
* Francisco Celhay como Patricio San Lucas.
* Raúl Hoffman como Palomo Adams.
* Claudio Castellón como Gonzalo
* Daniela Nicolás como Sofía Echaurren Garay.
* Simoney Romero como
* Diego Varas como
* Víctor Montero como Ramón
* Guilherme Sepúlveda como Santiago
* Melissa Araya como Carmela
* Daniel Morera como Leonardo

## Participaciones Especiales

* Catalina Martín como Ester.
* Gloria Münchmeyer como Dolores *"Loló"* Beltrán.
* Claudio Olate como
Layers (interface)

**0.99.5a**
view **·** edit**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

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

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

Tweet n°1094353803955064832

Tweet n°973000473316913152

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

Allows to control display settings of edges on every elements (objects or groups) of the scene.

To be visible, display edges must be enabled.

## Edge color

Can be changed using the color box.

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

## Edge width

Range from `0.01` to `1.0`, 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
Camera index (interface)/0.99.5a

**0.99.5a**
See #Camera
Saves or loads up to 10 camera positions in space, through parameters:

* point of view
* target point
* mode (perspective, freestyle, etc.)

These parameters are independent of the project, and each camera is saved in a separate file `camera#.txt` (with `#` as index) located in the `/config` folder of MagicaVoxel.

Loading different camera indexes
## Save a camera (QWERTY)

* Choose a number from 0 to 9 using the numeric pad
* Save with the `F7` or `7` key (not on numpad)

## Load a camera (QWERTY)

* Choose a number from 0 to 9 using the numeric pad
* Load with the `F8` or `8` key (not on numpad)

## See also

* Custom camera shortcuts
* Custom camera buttons

by Coriniumite

1. ↑ Thanks to Grootfontein for the tip!
0.97.5 (version)

## 0.97.5 - 09/25/2016

1. Fog Scattering: can scatter all types of lights (Sun/Sky/Area)
	* Only works in Pers/Free camera modes
	* Works for glass/metal materials (can get reflection/refraction from sun light)
	* Surface can also be lit by scattered light
	* Can create light shafts
	* Can create background with small fog density
	* Fog color mainly depends on light color and in-scattering color
2. Ground is changed to infinity large in all camera modes
3. Optimized shaders by removing unused branches
Camera index (interface)/0.99.2a

Template:Interface-item

* 3D position of the point of view
* 3D position of the target point
* mode (perspective, freestyle, etc.)

These parameters are independent of the project, and each camera is saved in a separate file `camera#.txt` (with `#` as index) located in the `/config` folder of MagicaVoxel.

### Save a camera

#### QWERTY keyboard

* Choose a number from 0 to 9 using the numeric pad
* Save with the `F7` or `7` key (not on numpad)

#### AZERTY keyboard

* Choose a number from 0 to 9 using the numeric pad or not
* Save with the `F7` or `è` key (lowercase of `7` key)

### Load a camera

#### QWERTY keyboard

* Choose a number from 0 to 9 using the numeric pad
* Load with the `F8` or `8` key (not on numpad)

#### AZERTY keyboard

* Choose a number from 0 to 9 using the numeric pad or not
* Load with the `F8` or `_` key (lowercase of `8` key)

1. ↑ Thanks to Grootfontein for the tip!
Multiple render targets (interface)/0.99.5a

**0.99.5a**
 Related Ephtracy tweets

Tweet n°1170578622228377600

**MRT** (Multiple Render Targets) is a retractable set of functions from Render's matter panel.

Activate `Enable MRT` and click `Export render targets` to automatically save 3 specific renderings:

* Mask map
* Bind albedo buffer to filter
* Bind normal buffer to filter

1. ↑ Image mask on Wikipedia
2. ↑ Specular Albedo on computergraphics.stackexchange.com
3. ↑ Normal mapping on Wikipedia
Story

###  Mission : หยุดยั้งแผนZeus' Wrath [Host : Mr.Shooting]

หลังจากภารกิจจบลงไป Farsight ได้ตรวจพบจุดสว่างๆ ใกล้เข้ามา ทุกคนที่กำลังดล่งใจจากการกวาดฝูงโมบิลสูทไปได้ก็ต้องเตรียมพร้อมกันอีกครั้ง หลังจากมองจุดสว่างซักพักก็พบว่าเป็นยานชั้น Jotunheim Farsight จึงได้ประกาศเตือนยานลำนั้นไป แต่มันก็เมินการเตือนและส่งโมบิลสูทออกมา 6 เครื่องและพุ่งเข้ามา หลังจากที่ทั้งทีมเตรียมต่อสู้ และ Farsight ได้ยืนยันตัวตนอีกฝ่ายเป็น Blue Destiny จำนวน 4 เครื่อง โดย 3 เครื่องยืนยันว่ามีการอัพเกรดทรัสเตอร์และอีก 1 เครื่องมีการใส่เกราะ Tactical Dreadnought Armor หรือ Terminator Armor และอีก 2 เครื่องเป็น RGM-79 GM ที่เปลี่ยนเกราะเป็น Ceramite ก่อนที่เครื่องที่อัพเกรดทรัสเตอร์(ภายหลังยืนยันว่าเป็น WH/AAA-01I Inceptor Armor) จะพุ่งมาหา Farsight ที่อยู่ริมสุดแล้วเริ่มยิงปืนใส่ตั้งแต่ระยะไกล(ภายหลังยืนยันได้ว่าเป็น pattern หนึ่งของ heavy bolter ชื่อ assault bolter) ส่วนที่เหลือไม่ได้เล็งมาหา Faright แต่ยังคงช่วยยิง จากนั้น Guy จึงช่วยเปิดฉากยิงสกัดและถอยเป็นจังหวะเดียวกับที่ Jack Yaeger ได้ช่วยยิงสนับสนุนด้วย DODS Rifle และ DODS Cannon จาก Kyrios Skybreak และ Valkyrie drone จากนั้น Rukiruki และ D-Rain-Ya ได้ชาร์จเข้าไปหา GM ตัวหนึ่งและลากมันออกไปจากวิถียิงของ Mr.Shooting ที่จัดการซัดอาวุธทุกอย่างของ GN-010/Pz1 Zabanya Panzer Eins ใส่เข้าไป แต่ Yuuiji ไดเวอร์อีกคนในมิชชั่นก็เกิดอาการโรคประจำตัวกำเริบต้องถอนตัวออกไปจากมิชชั่นก่อน

หลังจากเริ่มการปะทะ Farsight ที่ถูกกระหน่ำยิงอย่างหนักก็ต้องถอนตัวออกมาจากการรบและยังคงใช้ระบบอาวุธทุกอย่างยิงคุ้มกันตัวเองตอนถอย และผู้เล่น Raven ใน Gundam Legilis ก็พุ่งเข้าไปหา Blue Destiny Inceptor ตัวหนึ่งเพื่อจะโจมตีด้วยกรงเล็บแต่มันหลบและยิง Assault Bolter ใส่ และ Guy ก็เข้ามาร่วมการโจมตีใน Gundam Crossbone X-0 Full Cloth โดยหมายจะโจมตีด้วยบีมเซเบอร์ แต่อีกฝ่ายก็หลบได้และยิงกลับด้วย Assault Bolter และ Mr.Shooting ก็ยังคงยิงถล่มจากแนวหลังอยู่ ส่วนอีกด้านของสนามรบ Shiro ใน Astray out frame และ G-Flight armor ได้ปรากฎตัวออกมา

การตามล่ายังไม่จบ Farsight ที่ถอนตัวออกไปและยิงสวนสามารถทำความเสียหายให้กับ Inceptor ได้จาก Burst Cannon และมีอีกตัวที่ถูก Jack ยิงเสียขาไป 1 ข้าง GM ตัวหนึ่งพยายามชาร์จเข้ามายิงใส่ Mr.Shooting แต่ Mr.Shooting ได้ยก GN Holster bit มาป้องกันและยิง GN Rifle bit สวนไป
Mirror (brush) (interface)/ru

**0.99.5a**
view **·** edit`1` `2` `3` (не на numpad)
Переключает кисть в зеркальный режим, в котором все действия повторяются параллельно определенной оси относительно центра объекта.

Оси не зависят друг от друга и могут быть включены одновременно.

Зеркальное окрашивание относительно оси X

Зеркальное окрашивание относительно оси Y

Зеркальное окрашивание относительно оси Z

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

**0.99.5a**
 Related Ephtracy tweets

Tweet n°1094353803955064832

Tweet n°973000473316913152

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

Allows to control display settings of edges on every elements (objects or groups) of the scene.

To be visible, display edges must be enabled.

## Edge color

Can be changed using the color box.

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

## Edge width

Range from `0.01` to `1.0`, unitless. Can be changed using the related arrows up/down or by entering a number manually.
Boolean (interface)/0.99.5a

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

## Union

Combines 2 or more elements (objects or groups) into one object.

Object size limit restriction applies (`256`vx maximum in all axis).

Affects all selected elements, whatever hierarchy level they're in.

Creating a union of elements resulting in an object larger than `256`vx crops the content
Diagonal (interface)/ru

**0.99.5a**
view **·** editdia [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`

 Выберите режим интерфейса для документации
МодельМирРендер
How to make a voxel tree

**0.99.4a**

Start out flat. Do an outline of how you want to make your log

Start giving it volume by filling the log slowly

Repeat layer by layer until you finish one side

Remove any spots which dont look natural or are too steep for example.

Copy and flip log to get a round shape

Start removing symmetry

if you want to make the log higher, you can mirror in the Z axis you need to remove any overhang

To make leafs start by doing a basic shape

Use the Rand command and start removing every voxel until one color is left

repeat step to get an organic shape Dilate -> Rand -> Remove -> Repeat

add big balls on flat spots repeat the previous step again

If the wanted shape was achieved repeat the stop once more tho make sure not to remove TOO many voxels so there aren't a lot of see through parts and flying voxels

Color leafs and put them on the log

Duplicate

Remove flying voxels

Tada add more details and youre done

:Dima, july 2019
Lens (interface)/0.99.5a

**0.99.5a**
 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.
Center mode (interface)

**0.99.5a**
view **·** edit`c`
Sets brush in center mode.

Draws a voxel-filled 2D disc or square shape from its center.

4 center modes are available:

* Circle or square shape
* Odd or even size

## Circle or square shape

Draws a voxel disc or square, `LButton` determines the radius, and the plan where it's projected on.

## Odd or even size

Chooses if the shape will be centered on 1 (Odd) or 4 (Even) voxels.

 Choose an interface mode for documentation
Model editorWorld editorRender
Mirror (brush) (interface)

**0.99.5a**
view **·** edit`1` `2` `3` (not numpad)
Sets the brush in mirror mode, so each function is repeated perpendicularly to the selected axis.

The mirror plan is assumed to be at the object's center.

All axes are independent, and can be selected at the same time.

Painting in mirror X mode

Painting in mirror Y mode

Painting in mirror Z mode

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

**0.99.4.2a**
view **·** edit
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

 Выберите режим интерфейса для документации
МодельМирРендер
Isometric camera (interface)

**0.99.5a**
view **·** edit`#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

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

**0.99.5a**
Набор 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
0.99.1a (version)

## 0.99.1 - March 12th, 2018

1. Renderer (hidden menu)
	* Atmospheric Scattering Skydome: Rayleigh/Mie scattering
	* Bladed Bokeh: for large depth of field
	* Stretched Bloom Filter
	* Grids: can change Spacing, Width, and Color
	* Field of View (FOV): change range to: `1-360`
	* Fix some bugs: e.g. Bloom dark points
	* More options are saved into file, format is changed as well
2. Editor
	* Align Objects in Editor
	* New object is using last model size
	* Fix importing files with unicode paths
	* Add default export and snapshots folders in config
Color menu (interface)/ru

**0.99.2a**
view **·** editОтображает/скрывает меню настроек цвета, чтобы изменить его:

* вручную, переключая 3 горизонтальных слайдера, функции которых зависят от цветовой модели
* вводя трехзначные переменные RGB

Ручная настройка цвета
## Цветовые модели

Кнопка **HSV / RGB** переключает между двумя цветовыми моделями:

* HSV - Оттенок, Насыщенность, Величина
* RGB - Красный, Зеленый, Синий

## Значения RGB

Значения варьируются от 0 до 255, разделенные пробелами.

HSV / RGB переключатель
## Всплывающее контекстуальное окно

Начиная с версии 0.99.4 при нажатии ПКМ на цвете в палитре появляется контекстуальное окно настроек цвета. Включает в себя также настройки цвета неба, земли, тумана и прочих в режиме рендера.

Всплывающее контекстуальное окно

1. ↑ Цветовая модель (Wikipedia)
2. ↑ Цветовая модель RGB (Wikipedia)

 Выберите режим интерфейса для документации
МодельМирРендер
0.99.5.0.1a (version)

## 0.99.5.0.1 - May 4th, 2020

1. Multiple Color Selection in the Palette
	* the color and material modification (and some other cmds) can be applied to multiple colors now.
	* e.g., `rand` cmd now uses the multiple selection as random range.
	* `click` : single cursor selection;
	* `drag` : multiple selection;
	* `shift + drag` : add selection;
	* `shift + alt + drag` : remove selection;
	* can copy and paste color code from the `RButton` menu.
	* can select voxels by colors from the `RButton` menu.
	* can select colors by voxels from the `RButton` menu.
2. Brush Selection
	* Brush modes (V/F/B/L/C/P) and options (Mirror/Axis) can be applied to the brush selection tool.
	* Brushes can be applied to either selected or unselected voxels.
Display frame (interface)/ru

**0.99.5a**
view **·** edit`CTRL`+`f`
В редакторе модели скрывает или отображает настраиваемую рамку на всех вокселях модели и на границах объекта. Размер пробелов рамки можно настроить.

Рамка может отображаться одновременно с сеткой.

Отображение рамки

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МодельМирРендер
Brush panel (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:

* + - L
		- V
	+ - C
		- F
	+ - P
		- B
	+ Attach
	+ Erase
	+ Paint

	+ Move voxel
	+ Box select
	+ Region select
	+ Pick voxel color
	+ Remove voxel color
	+ Replace voxel color

	+ Mirror
	+ Axis

	+ - BG
		- SW
		- 10
	+ - Edge
		- Grid
		- Frame
* Brush panel

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

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

Tweet n°845279144044847104

Tweet n°811224384820146176

Tweet n°810829935610830848

Tweet n°734486135200710656

**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

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

**0.99.5a**
view **·** editloop [axis] [offset]

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

Moves voxels along the selected axis:

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

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

**0.99.5a**
view **·** edit`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

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

## 0.98.2 - April 1st, 2017

1. Bloom
	* Click the button in Bloom section to calculate bloom effect when any rendeirng setting has been changed
	* It has its own progress bar, and uses the same number of samples from the top
	* When adjusting the weight with the slider, it won't restart rendering
	* It will enable `Camera->ACES` automatically
2. Bokeh
	* It has larger aperture size for DOF (depth of field)
3. HDR Emissive Material
	* Formula is changed to `Emit * (10 ^ Power)`
	* `Glow` is only used to enhance Bloom and Bokeh effects
4. Pause Rendering and Instant Feedback
	* Click `Image->||` to pause progressive rendering
	* Enable `Sample->GI`
	* Every change of material will be immediately displayed in viewport
	* (\*expensive option, higher end GPU recommended)
5. Sky Background
	* Enable `View->Back` (`CTRL+B`) to display sky as background
	* The fading ground into horizon is controled by `Fog` slider
	* For real fog, enable `Fog` firstly
6. Ground Material
	* Now you can use `Alt+LButton` to click the ground, and then assign Metal material to it
7. Pixelated Rendering
	* Turn off `View->AA` to disable Anti-Aliasing and set image size small (128, e.g.)
Hide (interface)/ru

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

Эти функции эффективны для всех элементов (объектов или группы) на текущем подуровне в списке.

## `Hide`

Hides the voxel content of selected element(s).

## `Show`

Shows the voxel content of selected element(s).

 Выберите режим интерфейса для документации
МодельМирРендер
0.97.2 (version)

## 0.97.2 - 03/02/2016

* `Export->bake`: bake voxel mesh with ambient occlusion and soft shadow:
	+ Example on Sketchfab
	+ Must support the built-in renderer, if program crashed, recover model from `cache/` directory
	+ It may take from several seconds to half a minute, depending on machine, model, and sample number
	+ Set sample number, direction and intensity of light sources in renderer mode
	+ `config->bake->perface`: bake per face (pixelated) or per vertex (smooth)
	+ `config->bake->ambient`: constant ambient color to make scene brighter
	+ `config->bake->gamma`: for app with gamma correction, set it to 2.2 to avoid color washed out
* New CMD `odir`: export all models in current folder, e.g. `odir obj`
* Palette `ALT+DRAG`: swap palette color without changing model, make it easier to organize palette
* Fixed a bug in `.qb` export
Brush panel (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:

* + - L
		- V
	+ - C
		- F
	+ - P
		- B
	+ Attach
	+ Erase
	+ Paint

	+ Move voxel
	+ Box select
	+ Region select
	+ Pick voxel color
	+ Remove voxel color
	+ Replace voxel color

	+ Mirror
	+ Axis

	+ - BG
		- SW
		- 10
	+ - Edge
		- Grid
		- Frame
* Brush panel
Move (world) (interface)/ru/0.99.5a

**0.99.5a**
Набор 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
Bloom (interface)

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

Tweet n°1089650067596824582

Tweet n°965304449395843077

**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.*"
>
>
>

 Choose an interface mode for documentation
Model editorWorld editorRender
Config.txt/0.99.1a

```
// [EPHTRACY 3/11/2018]

workspace
(
	// notice :
	// 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]]
)

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'
)

bake
(
	perface			= '0'	// per face or per vertex [0, 1]
	ambient			= '0.1'	// constant ambient [0.0 - 1.0]
	gamma			= '1.0' // gamma [1.0, 2.2]

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

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'
)
```
Display edges (interface)/ru

**0.99.5a**
view **·** edit`CTRL`+`e`
## Редактор модели

Скрывает или отображает контурные линии на гранях модели.

Отображение контура в редакторе модели

## Редактор мира

Скрывает или отображает контурные линии на гранях моделей во всех объектах.

Отображение контура в редакторе мира

 Выберите режим интерфейса для документации
МодельМирРендер
Color menu (interface)/ru/0.99.2a

**0.99.2a**
Отображает/скрывает меню настроек цвета, чтобы изменить его:

* вручную, переключая 3 горизонтальных слайдера, функции которых зависят от цветовой модели
* вводя трехзначные переменные RGB

Ручная настройка цвета
## Цветовые модели

Кнопка **HSV / RGB** переключает между двумя цветовыми моделями:

* HSV - Оттенок, Насыщенность, Величина
* RGB - Красный, Зеленый, Синий

## Значения RGB

Значения варьируются от 0 до 255, разделенные пробелами.

HSV / RGB переключатель
## Всплывающее контекстуальное окно

Начиная с версии 0.99.4 при нажатии ПКМ на цвете в палитре появляется контекстуальное окно настроек цвета. Включает в себя также настройки цвета неба, земли, тумана и прочих в режиме рендера.

Всплывающее контекстуальное окно

1. ↑ Цветовая модель (Wikipedia)
2. ↑ Цветовая модель RGB (Wikipedia)
Line mode (interface)/0.99.5a

**0.99.5a**
`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
Export (interface)/0.99.4.2a

**0.99.4.2a**

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
Multiple render targets (interface)

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

Tweet n°1170578622228377600

**MRT** (Multiple Render Targets) is a retractable set of functions from Render's matter panel.

Activate `Enable MRT` and click `Export render targets` to automatically save 3 specific renderings:

* Mask map
* Bind albedo buffer to filter
* Bind normal buffer to filter

1. ↑ Image mask on Wikipedia
2. ↑ Specular Albedo on computergraphics.stackexchange.com
3. ↑ Normal mapping on Wikipedia

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

**0.99.3a**

## Градиенты

Градиенты добавляют живости многим воксельным сценам. Градиентами можно создать иллюзию текстуры для воды, камней, травы, стен и многого другого.

## Градиенты с Pattern Tool

При помощи Pattern tool можно легко и быстро создавать градиенты.

Всё, что понадобится для создания градиента

Выберите Pattern tool в панели с кистями или нажмите P на клавиатуре. Затем выберите инструмент Выделения в той же панели (или нажмите N). Тип выделения — Box.

Выделите несколько вокселей — позже они станут вашим паттерном, которым вы будете создавать градиент. Можете выбрать несколько случайных вокселей или выделить некий узор для более упорядоченного градиента. Всё зависит от ваших целей. Если вам нужно раскрасить неровную поверхность, лучше выделять меньше вокселей.

Когда вы закончили выделять воксели, нажмите на иконку выделения Box в панели паттерна (помечена цифрой 4). Выберите режим окрашивания — paint — или нажмите G, а затем раскрасьте нужную зону так, как вам нравится.

Хаотичный градиент

Упорядоченный градиент

Чтобы разнообразить ваш градиент, выделите несколько вокселей второго цвета и ещё немного пораскрашивайте. Уровень детализации выбираете только вы!

Adding Details

## Реальные градиенты

Одна из моих сцен, где градиенты созданы при помощи Pattern tool

my\_little\_bunny, february 2019
Film (interface)/0.99.5a

**0.99.5a**
 Related Ephtracy tweets

Tweet n°845279144044847104

Tweet n°811224384820146176

Tweet n°810829935610830848

Tweet n°734486135200710656

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

## Exposure

Range from `0.1` to `30.0`, in seconds (?). Can be changed using the related slider or by entering a number manually.

## Vignette

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

## Gamma correction

Range from `1.0` to `5.0`, in units. Can be changed using the related slider or by entering a number manually.

1. ↑ Read more about ACES tone mapping on Krzysztof Narkowicz's blog
2. ↑ Gamma correction on Wikipedia
0.99.6a (version)

## 0.99.6 - June 30th, 2020

1. New Unified Material System
	* `Blend` Material: weighted blending Metal/Plastic/Glass/Cloud materials (similar to Disney Principled BRDF).
	* `SSS` Material: sub-surface scattering. transparency tp control light transmission. density to control light scattering.
	* `Aborb/Scatter/Emissive Media` Material: emissive cloud. can be contained in the glass with ior > 1.
	* `Improved Alpha Blending`: glass material, absorb media type, density = 0, ior = 0, transparency > 0
Move (world) (interface)/0.99.5a

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

Moves all selected elements (objects or groups) along specific axes, 1 voxel at a time.

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

Moving elements can also be performed dragging the vectors of the coordinate system with `LButton`

## `Ground`

`g`

Moves all selected elements along the Z axis so the lowest element stands on and above the ground.

Moving elements above the ground

See also World size.
Center mode (interface)/0.99.5a

**0.99.5a**
`c`
Sets brush in center mode.

Draws a voxel-filled 2D disc or square shape from its center.

4 center modes are available:

* Circle or square shape
* Odd or even size

## Circle or square shape

Draws a voxel disc or square, `LButton` determines the radius, and the plan where it's projected on.

## Odd or even size

Chooses if the shape will be centered on 1 (Odd) or 4 (Even) voxels.
Move (world) (interface)

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

Moves all selected elements (objects or groups) along specific axes, 1 voxel at a time.

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

Moving elements can also be performed dragging the vectors of the coordinate system with `LButton`

## `Ground`

`g`

Moves all selected elements along the Z axis so the lowest element stands on and above the ground.

Moving elements above the ground

See also World size.

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

**0.99.5a**
**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
0.97.4 (version)

## 0.97.4 - 07/05/2016

1. New Emissive Area Lighting
	* `Emit->Power`: Radiant Flux for Area Lighting
	* `Emit->Glow`: Energy loss on closer surface
	* `Emit->Total`: Total power for all voxels or power density
2. Hints:
	* Requires `GI` option enabled for advanced effects
	* Only supports Cubic/RG/RE voxel shape
	* For small but strong light source (e.g. point lights), use `Emit->Total`
	* It is recommended to use lower image resolution (e.g. `640x480`) when adjusting parameters
	* For better quality of final image, use more samples (e.g. `5000`)
	* Not very robust for this version (has several potential artifacts)
	* If it is still too dark, do not forget to use `Post->E` to increase exposure
3. Fix several artifacts for `Glass` material