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Frequently asked questions

I've found a bug or have a feature request.

Please either connect to our discord server or open a ticket on the vengi github page.

What is a cvar?

I am a quake child and a cvar is a configuration variable. This allows you to change the behaviour of the program from outside. See the configuration article for more details. You can also always see all cvars and options of a tool by calling it from the command line with --help as parameter.

Does vengi support format XY?

We have a table with formats. You can find here whether only reading or also writing is supported.

Does vengi support animations?

Yes, vengi supports animations and vengi-voxedit has a timeline to manage key frames. You can even export those animations to some formats like gltf and re-import them afterwards.

See this youtube video

Does vengi support shaders like magicavoxel does?

Sort of - vengi doesn't use shaders for this - but lua scripts. There are already quite a few example available in the scripts folder that comes bundles with your vengi application - from small helper scripts to full scene creation.

No colors after voxelization - what's wrong?

Your model doesn't have the colors you want? This usually happens if your input model doesn't have properly set up the texture paths. Vengi is trying to perform some lookups automatically. But the texture names have to match. What does this mean? A file that specifies a material texture with the name albedo.png but only comes with a texture named texture-albedo.png won't get proper colors.

My model is very small/big after voxelization

Vengi uses 1 unit in your mesh for one voxel. So if your model is scaled down or up to fit the needs for your own workflow, you can scale the model up with the cvar voxformat_scale. If your model is only shown very small/big in vengi-voxedit scene mode, this means that the node got a scaling applied. Switch to the node inspector and reset the scale value for the node. This is not related to the previously mentioned cvar - the cvar scales the geometry - not the transformation matrices in the scene.

Textures are stored in a subfolder:

Sometimes the textures were moved into subfolders, e.g. a textures subfolder - but the fbx, glb (you name it) files were not adopted and only refer to texture1.png where they should have been pointed to textures/texture1.png. In this case you can specify the cvar voxformat_texturepath to point to the path where the texture files are (but keep in mind, that the names still have to match).

Sometimes it's also just the case-sensitivity of your filesystem. This is true for both the path and the filename (including the extension).

Some parts of a model are not available after vengi saved them

There are features that are not supported for all formats that vengi supports. E.g. most formats are not able to store animations. If you are going to create a scene in vengi-voxedit, the best option to preserve all settings and scene features is to save in vengi format itself. You can later convert to any other supported format - but in case the target format doesn't support a feature, you still have the full scene file in vengi format.

Is vengi available in my language?

Probably not - but vengi offers translation support. So if nobody was faster in translating vengi into your language, feel free to do so. And please also consider to send the translation.