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Separate meshes may be useful if game needs to support large number of textures
May require transition meshes for seams between materials like in https://github.com/bw2012/UE4VoxelTerrain/wiki/Draf…
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Hello there. Thanks for making this project.
I was wondering if you could help enlighten me on some part of the code: I am trying to make some alteration on the ground so i can have different patc…
taori updated
3 years ago
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**Describe the bug**
VoxelGeneratorScript does not work at all. I tried a lot of things, from using a noise, to only calling set_voxel to calling set_voxel_f and so. There are no way to make it work.…
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Disclaimer: I'm very new to the plugin, Godot, gamedev, and everything else really, so apologies if this is a dumb question.
I've been wanting to make something akin to what is effectively smooth M…
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1. **Terrain editing**
Editing the terrain would be fun. (Simple) You already use a heightmap so a "brush" can be used to grow and shrink the terrain. (Complex but good) The complex method would to i…
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Thanks for all the work you have done. Great job!
As i was playing around, i understand that you use some kind of noise input to generate voxel terrain mesh wich later you can like dig down or add …
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Hello,
Would it be possible to get a terrain system in Xenko?
This has been on the road map for a while and It would be great if we had this in the engine. This would be useful for large scale ope…
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LOD downscaling with smooth voxels comes with drawbacks. Typically, features of the terrain will either be lost or exxagerated. Currently, the module assumes nearest-neighbor sampling, which is the fa…
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Hi.
If i just set in: void VoxelGeneratorGraph::generate_block(VoxelBlockRequest &input)
channel as color (channel = VoxelBuffer::CHANNEL_COLOR;)
and change:
**433** out_buffer.fill_area_f(air_sd…
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As I understood it's impossible to make multiple materials per voxel for SDF so I use new layer of voxel terrain for each new material. But for test I created 64 layers of voxel terrain and I get free…