Open wuxinfashi687 opened 2 months ago
It's the same as with VoxelTerrain. You assign the mesher in the mesher
property of the terrain, setup its library, and use a generator that outputs blocky voxels in the TYPE channel.
However it currently doesn't support multiple materials, this is something pending to be implemented.
In VoxelPodTerrain, I can use Graph to generate block terrain, but when I use scripts, I cannot achieve it. Is there a problem with this?
@FingertipsLeap does 1
correspond to model 1 in your VoxelBlockyLibrary
? Note that if you use VoxelBlockyTypeLibrary
, model IDs should be looked up by name because their IDs are generated (and also it is experimental so unless you know what you're doing you should prefer VoxelBlockyLibrary
). Otherwise, send a minimal project, because unless I list all the possible things you could have done wrong (which is time consuming and creating walls of text) I can't help further.
Also, please don't post in unrelated existing issues. While you're also using VoxelLodTerrain
, your problem is different. You can also ask on Discord before posting an issue.
In the update log for version 1.3, it says: "VoxelMesherBlocky can be used with VoxelLodTerrain. Basic support: meshes scale with LOD and LOD>1 chunks have extra geometry to reduce cracks between LODs." How should I proceed? Are there any examples or brief steps I can follow?