Announcement

Collapse
No announcement yet.

voxel plugin™

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

    MughalAhmed
    I also want to evaluate (PRO) it before buying is it possible?
    No

    FreemanCIT
    I have a question about your world voxel sampler demo : you didn't show the voxel sampler blueprint code (I mean, the implementation called when the graph hits the voxel sampler node). Is this an overidable function from some base-class defined by your plugin ?
    Blueprint are way too slow for what I'm doing, that's why I went with a custom graph system (interpreter + C++ compiler).
    What's called is the selected world generator with the input coordinates. However the world sampler node is kinda obsolete now that I've added macros support.

    Anyway, thank you for this plugins. I think it's the most versatile voxel-based solution out there.
    In the voxel-based terrain field, you are a serious contender of Voxel farms which is a powerfull tool (for the voxel generation part, Voxel farms beeing a complete world generation solution). Its unreal integration is not suitable for runtime generation of the voxel field itself from unreal engine. One needs the Voxel Studio tools to create the world. I like the fact your plugins allows to stay in Unreal for the whole process.
    Thanks

    Do you intend a marketplace release anytime soon ?
    Soon™ I'd like to polish it more first
    Website: https://voxelplugin.com
    Discord: https://discord.gg/58ZqEbg
    Twitter: https://twitter.com/phyronnaz

    Comment


      Hi, When we can expect update for latest version of Unreal 4.20?

      Comment


        MughalAhmed I'll probably update soon. However 4.20 introduced some big changes to plugins, so I might wait for 4.20.1 to be out
        Website: https://voxelplugin.com
        Discord: https://discord.gg/58ZqEbg
        Twitter: https://twitter.com/phyronnaz

        Comment


          Phyronnaz Thanks

          Comment


            Hello, @Phyronnaz: I've tested your solution, and I confirm that I see some very interesting features for my use case. I am very impressed by the results you achieved
            Also, thank you for answering my previous question.

            I have a few questions and feature request to submit, if you allow me :
            - would it be possible to have a function to edit voxels and material in a not axis-aligned box, of arbitrary extent (a kind of brush) ? currently, the code expose a method for box (axis aligned), sphere, and projection.
            - would it be possible to control the falloff of the sculpt and material functions ? If I am correct, we can defined strength, which control the "power" and the falloff. To control the sharpness of effects, we need something like a strength and a falloff radius/size, and maybe a choice in the falloff profile (sharp, smooth).
            - the function to edit individual voxels uses indices to identify voxels. Would it be possible to provide a couple of function to convert world position to indices and back ?
            - I have a question : how many textures can we used without texture_arrays, and without atlases ? I tested texture arrays, which are working well, by the way. I think that if you are able to provide a way to support at least 10 textures in your plugin, without custom build, you are almost on pare with the landscape component.
            - I am a little confused with voxel painting (material). Am I correct to say : we can set 2 textures per voxel, with a blending factor to mix them; it's up to the tool (editor), or the code responsible for building or modifying the world to set the correct textures and blending in order to achieve smooth transition between "textured zone", or to achieve effects like "rock under grass" when we dig. Is that true ?
            - it may be useful to have a convert-to-static mesh function, for thoses interrested by the in-editor side of things. I imagine that using the standard unreal landscape with your voxel-based world for specific part in editor, can allow for very interesting landscape (overhang, natural surface-to-caves transitions, etc). Turning them in mesh when the designer is happy, can leverage HLOD, static lightning etc... The tricky part may be UV coord generation.

            As a side note : I understand the need for speed, concerning the density function, because you probably need to call it each time a lod is computed.
            The concern I had behind my question was to be able to modify the terrain using some gameplay elements. Standard procedural generation usually fail at proposing a controllable "mission path". I would like to try to combine some mission planning graph (like the one Ali akbar just implemented in dungeon architect) to modify, if not create, the terrain itself. My current experiment is using the Dungeon architect plugin to create a layout, which is used to sculpt your voxel terrain. Currently, there is no way of performing runtime landscape edition in unreal, so voxel-based solution are the only way to go. I know Ali worked on a project, landscape architect, which is on-hold, but it seems to me that you may have a some interest in getting in touch with him, about some kind of combined approach : voxel are tricky to edit to achieve clean level design, which is where graph-oriented approach are extremely powerfull to speed up creation. Voxel Farm provide some unique tools in their editor (Voxel Studio) : a very robust brush-based editing, L-system based structure generation, and a clever biome generator), but nothing like some user-controlled graph (like in Dungeon-architect), or user-controlled cellular automata (for caves); for gameplay, this is critical. Those tools, usable both in editor or at runtime, allows for serious production boost, or unique "runtime generated" content.

            Regards,

            Comment


              FreemanCIT

              1) You can do that using C++, setting values directly.
              2) https://gitlab.com/Phyronnaz/VoxelPl...sues/issues/26 https://gitlab.com/Phyronnaz/VoxelPl...sues/issues/20
              3) GlobalToLocal and LocalToGlobal, as described here: https://voxel-plugin.readthedocs.io/...s-global-space
              4) In the latest version of the plugin, I removed the ability to blend multiple materials (as it doesn't makes much sense to have half-dirt/half-sand when not transitioning anyway). That way I can create different meshes for each material, and using some procedurally generated material I'm able to have automatic transitions between materials too. This means you can now use a real UE material for every voxel material (in practice it's a material function returning a material but that's the same), and having automatic smooth transitions between those at a very low shader cost. This also means you don't need texture arrays anymore. This is still very experimental, but if you want to try it shoot me an email or join the discord (https://discord.gg/58ZqEbg).
              5) ^
              6) Yep: https://gitlab.com/Phyronnaz/VoxelPl...sues/issues/64 . UVs would still be triplanar.
              7) I guess you are talking of
              This is definitely where I want to go. I've recently worked a bit more on the user content stuff by adding a voxel asset editor, that allows you to edit voxel assets create by importers. So for instance now you can create a voxel asset from a mesh, then edit it to remove glitches/paint it, and place it in your scene using voxel asset actors:
              I've also added perlin worms caves, and more generally added a framework to easily place custom items in the world in a really efficient way:

              And when doing so, I immediately thought of that Ali video I linked above to procedurally generate caves systems with easy to define rules
              However, I probably won't include that in this plugin, it would be an extension. The plugin is already complex enough as it is.

              Thanks for your interest, and I highly recommend you to join the discord server, where it's much easier to discuss with me and the other plugin users: https://discord.gg/58ZqEbg
              Website: https://voxelplugin.com
              Discord: https://discord.gg/58ZqEbg
              Twitter: https://twitter.com/phyronnaz

              Comment


                Hello,

                Done, I started to browse discords channel.
                Your new solution for material seems very promising. The textures related limitation was the last thing that hold me to buy your plugin.

                You will probably count me among your clients for the next release !
                Regards,

                Comment


                  What about camera jitter and float problems in multiplayer ? And it has got doule precision inside code ?

                  Comment


                    how big a world can I create with this plugin, thinking about the map with size of Earth make sense?

                    Comment


                      Does it support cube worlds?

                      Comment


                        Masakralny The voxels are using int coordinates, so no issues there. However you're gonna be limited by UE precision. Earth size should be doable with some world offsets.

                        S0rn0 There's a cubic renderer is that's the question (minecraft-like).
                        Website: https://voxelplugin.com
                        Discord: https://discord.gg/58ZqEbg
                        Twitter: https://twitter.com/phyronnaz

                        Comment


                          I just purchased this plugin and it is amazing as I expected haha. Is there any documentation on creating a spherical world using the graph editor, and also material setup? I see that the materials need indexes associated with them. How is that accomplished? Thanks again for this!

                          Comment


                            Hi there, I just want to start off by saying that this plugin is absolutely brilliant. I've been attempting to port to Mac the last couple days (which I don't see why it wouldn't work), but I've run into a bit of a snag. I'm using 4.19 on Mac, and I'm able to build from source fine, but then the editor crashes on launch citing a segfault referring to line 266 of VoxelVertexFactory.cpp which is the include line for the Unreal shader. Since UE4 uses a standardized shader format I'm confused why this would cause an issue. Have you been able to build successfully for OSX or do you have any ideas what the issue might be?

                            Comment


                              Video from A2K made possible by the latest plugin improvements:
                              Website: https://voxelplugin.com
                              Discord: https://discord.gg/58ZqEbg
                              Twitter: https://twitter.com/phyronnaz

                              Comment


                                Website: https://voxelplugin.com
                                Discord: https://discord.gg/58ZqEbg
                                Twitter: https://twitter.com/phyronnaz

                                Comment

                                Working...
                                X