This was discussed at the OMPF forum . The key is to have normal surface information stored with each voxel - even for high resolution voxel. You do the shading with normal, not normal, for the small box, which is a voxel. Even then, this is not good for surfaces that are almost axially aligned, where you have a lot of flat surfaces with random steps. Steps are almost impossible to hide on smooth surfaces. In addition, for extremely irregular surfaces, you will have problems when one “voxel normal” is not suitable for viewing from different angles.
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