I can export a 3D model from MagicaVoxel as an OBJ file and import it into Blender no problems. The colours come UV-mapped onto a 256x1px PNG file.
I'm trying to get Blender to render this effect where each 'voxel' in the model has distinct rounded edges, like this:
I created a bump map image like so:
and then added a new texture to my material.
I set the mapping to "Generated" instead of UV. I set this to a Cube projection.
I got the scale right by setting the Texture Space like so:
Now when this new texture's Influence is set to Diffuse Color, I see this:
so the positioning seems correct.
However, when I set the influence to Geometry Normal, I see this:
What am I missing here? I guess this is because the Normal Map uses the RGB values to set the normals so I'm missing a dimension of displacement? If I try to use "Displacement" instead I get this:
Do I just need more of a gradient on my tile image? Or am I doing something more fundamentally wrong...
Here's what the mesh looks like - it's not individual cubes.
Another Update It really seems like a bug to me - if I can see the image mapped correctly as a diffuse color texture then why wouldn't it apply the corresponding bump map?
I've uploaded my packed .blend file here: https://www.dropbox.com/s/q3m23wurzeyqv19/rounded-grids-question.blend?dl=0