Currently all voxels in Crayta are rendered as blocks. Of course, some of them have dynamic meshes on top of them, which is really cool feature. However the blocky rendering still results in a somewhat blocky "Minecraftean" looking world. This aesthetic can be off-putting to some people and to most others limits their creative choices somewhat. Overal I say it can make games feel less polished.
Of course, there are some great advantages to using voxels. Everybody knows how to build with blocks, and voxels can also be quite efficiently stored and manipulated (and destroyed :-D)
What I propose is to add a flag to each voxel that controls its "rendering mode". So besides being able to choose a voxel material, you would also be able to choose whether it should be rendered blocky or smoothed. This means you keep all the advantages that building and designing with voxels bring, but allows you to create more natural looking environments and objects. It will also satisfy the people that are put off by blocky looking environments.
Of course, what sort of smoothing algorithm to use is up to you guys, but I'd go with something that looks good when applied to terrain (think Huddle For Warmth for example). You could also allow for different smooth rendering algorithms.
Charles Tersteeg found a plugin for Unreal Engine that shows exactly what I had in mind:
Please sign in to leave a comment.