Some new features you may see in the upcoming updates:
Looped Spline
After some work of compacting the data structure, looped sweep spline (first and last end points are connected) will be supported in both continuous and discrete modes.
Capped Spline
Sphere profile of sweep splines is efficient and can be subtracted by other primitives with blending. Its discrete version acts as the ZSphere tool in ZBrush.
Other profiles ...
2024-04-13 18:00:24 +0000 UTC
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A new discrete variant for the swept volume mode (check the sweep-type sample model).
It has two new options:
1. Slice count (N on the top bar)
Defines how many slices between two consecutive control points (up to 15).
When the count is greater than 0, it generates a series of slices along the spline based on selected C0/C1/C2 interpolation instead of continuous surfaces.
2.Slice height (H on the top bar)
2024-04-01 23:35:00 +0000 UTC
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(Model by Mikko Sinisalo)
Hi everyone, thanks for all the support in the past years.
Many improvements and features (Helix, Sweep, Groove Blend, etc.) have been made from the user suggestions and requests.
For some of the features, I didn't realize how to implement them at first, but finally found some workaround (tho...
2024-03-30 07:35:15 +0000 UTC
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Added a discrete variant for swept volume mode (still optimizing the structure and ui).
Instead of continuous surfaces, it generates a series of slices along the spline based on selected C0/C1/C2 interpolation.
It has two new options:
1. slice count: defines how many slices between two adjacent control points (up to 15)
2.slice height: defines the height of each slice (triangle, hexagon, cylinder, rectangle profiles)
Bevel and round can also be applied to the sli...
2024-03-24 01:40:20 +0000 UTC
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(Sample images are from the awesome game "River City Girl". Only for demonstrating purposes)
1. Drop the palette image to palette view to import palette;
2. Drop sprite images (same size, transparent png, named with frame index) to editor view and select "Import Sprites" in the menu;
3. Adjust animation frames in model space;
4. Adjust position in the world space;
[ToDo]
Use the indices directly from png color table.
2024-03-11 23:27:18 +0000 UTC
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I. C0/C1/C2 Continuity for Sweep Splines (on the top bar):
1. C0: polylines, linearly interpolation
2. C1: smooth tangent, cubic spline (Catmull-Rom) -> default
3. C2: smooth second derivative (smooth reflection), cubic spline (B-Spline)
Unlike C0/C1, the spline doesn't go through the control points with C2 continuity.
II. Groove Blend
The new Groove blend mode allows you to apply Boolean oper...
2024-03-02 11:09:38 +0000 UTC
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The new Groove blend mode allows you to apply Boolean operations within a certain thickness around the surface (i.e., you can use primitives to extrude the surface).
In the first image, left is without groove blend, right is with groove blend.
You can also add blend factor or fillet/chamfer blend to this mode.
If you only want to apply this on the intersected edges, you can add hole/shell to the primitive.
2024-02-16 01:46:28 +0000 UTC
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Will support C0/C1/C2 Continuity for Sweep Splines:
1. C0: polylines, linearly interpolation
2. C1: smooth tangent, cubic spline (Catmull-Rom) -> default
3. C2: smooth second derivative (smooth reflection), cubic spline (B-Spline)
Unlike C0/C1, the spline doesn't go through the control points with C2 continuity.
2024-02-11 02:40:17 +0000 UTC
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Now you can apply Sweep Mode to Bezier curves/Line segments profile to create surface patches.
- Click the control point and then modify the corresponding width and the offset of the midpoint at each control point.
- May need to manually avoid extreme twisting to reduce self intersections and cracks.
- The improvement for Bezier curve still has some bugs, so it is not included in this update.
Other Progresses
- There will be several other improvements ...
2024-02-03 17:24:58 +0000 UTC
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Some simple tests on the basic features of MagicaVoxel on Surface.
Overall, it's quite relaxing to operate with one hand on the screen.
Some changes:
1. maps the two-finger gesture to middle button/wheel. So you can use this gesture to pan/zoom camera view and ui panels.
2. enable on-screen keyboard (osk) for text field input.
3. the gizmo requires some redesign to take the lager contact area of fingers into consideration.
4. The same to the other sli...
2023-12-18 06:35:14 +0000 UTC
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Planned to support Swept Mode for Bezier curves/Line segments to create surface patches (probably the most expensive primitive).
You can change the width and the offset of midpoint at each control point.
You may need to manually avoid extreme twisting to reduce self intersections and cracks.
Another very important progress is the High Quality Bezier Curve.
The previous implementation is based on iq's analytic Bezier sdf implementation, which is not numerical robust and...
2023-12-08 21:50:51 +0000 UTC
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Bought a Surface Pro 7 to investigate the rendering issues on Intel UHD mentioned by some users before.
The program was originally not designed for tablet, so some features like gesture-based camera navigation and gizmo control are missing. And of course, the performance.
But I think I'll improve the user experience in the future, since it feels quite interesting so far.
2023-12-07 06:22:20 +0000 UTC
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The file format in this version is different from previous versions.
Please backup your old models.
1. New Curved Boundary
It can be applied to Triangle, Quad, Cube, Joint to create a smooth boundary with C1 continuity (tangent continuous).
The old muscle modifier is also combined with this option for 4-point Bezier curves.
2. Mirror X/Y/Z
Mirroring modifier now works in all axes.
2023-12-02 21:26:11 +0000 UTC
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Updates in the public release:
1. Support 16-bit depth color map (will be converted to 8-bit depth image internally)
2. sRGB Color Mode: if the image is in linear color space, you may need to disable this option (like in the screenshot, the original image is too dark in sRGB color mode)
3. Linear Image Filter: if you don't want the color blurred across the borders, you may need to disable this option (like in the screenshot)
4. Save/load map/renderin...
2023-11-26 12:23:19 +0000 UTC
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In the next update, you will be able to apply a new curved boundary modifier to Triangle/Quad/Cube profile shapes to obtain a smooth boundary defined by Bezier curves.
Note that the Egg modifier of Joint Shape, and the Muscle modifier of Bezier curve are all merged into this modifier.
The image below shows all available modifiers to a single profile shape so far:
- Extrude
- Curved Boundary
- Revolve
- Torus
- Helix
- Cone
- Hole...
2023-11-19 12:00:58 +0000 UTC
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You will be able to mirror the stroke in all three axes from the new interface in the next update.
- disable all three axes by pressing the button with a mirror icon.
- Half and Rhombus (Local Mirror) modifiers have similar settings.
- can also show the local origin and axes in dashed lines.
Note that you need to put the stroke in the positive region; otherwise, the stroke is invisible.
2023-11-19 06:22:59 +0000 UTC
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You can find some video tutorials in the previous two posts.
Here is some more information:
1. You can ALT+Drag a control point to insert a new control point on the path (up to 8).
2. You can press DELETE key to delete the selected control point.
3. The cost of the profiles: sphere << rectangle/triangle/hexagon << cylinder
When you encounter a performance issue, lower the resolution and decrease the number of swept volumes in a single...
2023-11-11 04:11:41 +0000 UTC
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The default setting provides you 4 degrees of freedom per control point for the swept path.
But the tool also provides several constraint options to make the manipulation of shape easier.
(See the Top Bar)
1. Position Constraint
1D: the control points are on the same axis (local Z)
2D: the control points are on the same plane (local YZ)
3D: free to move the points in 3D space.
2. Size Constraint
C: customized si...
2023-11-04 10:54:17 +0000 UTC
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1. Select Swept Extrude Mode
There are 5 extrude modes: straight extrude, revolve, torus, helix and sweep now.
Select the sweep mode, then the sweep tools will show on the top bar.
2. Insert/Delete Control Points
Click the two arrow buttons on the tool bar to delete/insert a point on the sweep path.
You can also press ALT while dragging a control point to insert a point after it.
Currently, you can have up to 8 control poin...
2023-10-28 11:48:04 +0000 UTC
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Had several experiments recently to explore potential features in the following updates.
One of them is to add curved smooth boundary to Triangle, Quad, and Rectangle shapes, giving them a more natural appearance than just bevel/round edges. What can be created with it?
And the basic features for swept volumes are almost finished. It may be released next month for testing. I'll record some demo videos to introduce the new tool sets.
2023-10-26 01:45:01 +0000 UTC
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Hi everyone, a new powerful and expensive editing tool will be added to MagicaCSG:
"The SDF of Swept Volume",
which is defined by the space of a shape swept along a spline.
It has the following properties:
1. Cubic Spline (C1 Continuity)
2. Various Profile Shape (Sphere, Cube, Triangle, etc.)
3. Varying Size and Orientation for each Control Point
4. Mor...
2023-10-07 01:44:25 +0000 UTC
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You may notice that the loading time in the latest version of MCSG is significantly longer than that of previous versions. It's due to the long compiling time of the more and more complex shaders for SDF modeling.
Therefore, I added supports for local shader cache. The shaders are only compiled once in the first launch of the program, and then will be loaded directly from the binary cache in the following launches. This will reduce the compiling time from 9s to 50ms.
The shaders m...
2023-09-09 17:12:24 +0000 UTC
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In this version, we have four extrude modes now (the top bar of the stroke pane):
1. Straight/Cone Extrude
2. Revolve
3. Torus
4. Helix
The Helix mode works for the following profiles (only certain shapes are supported):
1. Triangle (Rhombus)
2. Polygon (Helix)
3. Cube (Rectangle)
4. Cylinder
2023-08-20 18:57:48 +0000 UTC
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[Features]
I. Color Mapping [Map->Color]
you can choose using an image or pure color for the texture of the map.
use Scale and Offset to match the size of the color map and the height map.
II. Exponential Decay Fog [Fog->Decay]
- Density: control the base density of the fog.
- Decay: control how the density decays as the height i...
2023-07-31 21:41:05 +0000 UTC
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I originally wanted to put the L2 ellipsoid in minor update 0.2.5, but later I realized that it belongs to a larger category of advanced primitives that I'm working on, so all the new stuffs will be in the major update 0.3.x.
I included this model "sphere-type" as an example. You can choose the sphere type "LS/LM/L2" under Sphere's submenu.
From Left to Right in the screenshot:
LS: scaled L2 norm (Default), fast, stretched rounded blended region.
2023-07-22 15:20:05 +0000 UTC
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This week's achievement is implementing helix primitive with various profile shapes.
There is still quite some work left to do with the performance and artifacts issues.
but it looks promising already for mechanical designs.
No need for tricks anymore (e.g., arrays of rings).
* Some of the screenshots are only for experiments.
2023-07-15 13:19:04 +0000 UTC
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My recent focus is exploring some advanced Signed Distance Field (SDF) editing features which have better quality but may be expensive to compute.
Take ellipsoid as an example. It's the fundamental primitive for modeling curved surfaces (such as heads and muscles). However, though the surface of ellipsoid is very simple to be defined in 2023-07-08 17:20:41 +0000 UTC
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- Finished prototyping a new powerful (but expensive) SDF editing tool I'm longing for. Need to design new UI and workflow to manipulate it in MagicaCSG (probably some Prototype Tier release before Beta Tier release). I believe you will be excited:)
- Considering adding different key/mouse mappings for camera navigation.
- Aerialod 0.0.2 and MagicaCSG 0.2.5 minor updates for this month.
You can also leave suggestions here.
And thanks for the support!
2023-07-01 20:17:28 +0000 UTC
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I. Blend Options
click the water drop button above Blend to show more blend options. (green in the screenshot)
(a) Chamfer/Fillet Blend Type (blue buttons besides Material A/B)
Chamfer: 45-degree edges
Fillet: rounded edges (default)
(b) Blend Softness
Define the softness of the color blending within the blended region.
(c) Blend Offset
Define the boundary of the color blending ...
2023-06-24 21:28:52 +0000 UTC
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1. Chamfer/Fillet Blend Type
Chamfer: 45 degree edges
Fillet: rounded edges (default)
2. Blend Softness
Define the softness of the color blending within the blended region.
3. Blend Offset
Define the boundary of the color blending within the blended region.
2023-06-21 03:26:46 +0000 UTC
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