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    Amazing plugin!

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      Nice plugin!

      Comment


        Hello,

        I got a few technical questions:
        - is there a function in blueprint, to retreive the voxels in a sphere, in an axis-aligned box, and finally, in a oriented-box (random orientation) ? I wasn't able to find such function in the free version
        - how does the "get voxel projection" works ? What is usage and purpose ? (my only try resulted in crash)
        - in the free version, in UE 4.22, I have no in-editor menu. I expected to test it, based on one of your video. Is this intended (I mean, is this a pro-version feature) ?
        - is this possible to set a heightmap to be used in a graph, at runtime ? (or maybe to use a texture in the graph, that would be generated or modified at runtime) ?

        And finally : very good plugin. You offered us with the most versatile and easy to use smooth voxel solution I've seen so far, and the fact that you keep improving it on regular basis is a real plus.
        I sincerly hope you get enough support sur to reach a production-grade solution (which is not far away, am I right ?).

        Best regards,

        Comment


          Tate Hertel SalahAdDin Thanks!

          FreemanCIT
          - You can use GetValue directly, with GlobalToLocal to convert UE coordinates to voxel ones.

          - It's to get the voxels that would be affected by a SetValueProjection/SetMaterialProjection. It's useful sometimes, although you can do nearly everything with SetValueProjection & SetMaterialProjection directly. If it crashes could you please post the callstack here: https://gitlab.com/Phyronnaz/VoxelPluginIssues/issues

          - Not yet, but planned: https://gitlab.com/Phyronnaz/VoxelPl...ues/issues/266

          reach a production-grade solution (which is not far away, am I right ?)
          Hopefully!
          Website: https://voxelplugin.com
          Discord: https://discord.voxelplugin.com
          Twitter: https://twitter.com/phyronnaz

          Comment


            Thank you for your answers.

            For the GetValue, I already tried this, and it works, but this means I must use sampling from point in a volume to get overlapping voxel. Am I right ?

            And what about the editor mode ? (question 3) ?

            For the crash : the reason seemed to be the tesselation : it was enable in the voxel world actor, but I used the default single material collection, with checking if the material was supporting it or not.

            Thanks again,
            Best regards,

            Comment


              Originally posted by Phyronnaz View Post
              Tate Hertel SalahAdDin Thanks!

              FreemanCIT
              - You can use GetValue directly, with GlobalToLocal to convert UE coordinates to voxel ones.

              - It's to get the voxels that would be affected by a SetValueProjection/SetMaterialProjection. It's useful sometimes, although you can do nearly everything with SetValueProjection & SetMaterialProjection directly. If it crashes could you please post the callstack here: https://gitlab.com/Phyronnaz/VoxelPluginIssues/issues

              - Not yet, but planned: https://gitlab.com/Phyronnaz/VoxelPl...ues/issues/266


              Hopefully!
              What's the difference with the Github's repository?

              Comment


                FreemanCIT
                For the GetValue, I already tried this, and it works, but this means I must use sampling from point in a volume to get overlapping voxel. Am I right ?
                Every point in space is a voxel. To find the voxels that are "inside" the voxel mesh you indeed need to iterate the points in your volume.

                And what about the editor mode ? (question 3) ?
                It's indeed a pro feature only now. I might add it back to free some day though.

                SalahAdDin
                What's the difference with the Github's repository?
                The github is hosting the free version. There's also a gitlab repo available only to pro users. To avoid having 2 separate issue tracking, both free and pro use https://gitlab.com/Phyronnaz/VoxelPluginIssues
                Website: https://voxelplugin.com
                Discord: https://discord.voxelplugin.com
                Twitter: https://twitter.com/phyronnaz

                Comment


                  Phyronnaz : thanx ! My question about volume : my bad, I wasn't clear. I would like to find all voxel overlapping an arbitrary volume in global space => for example, I would like to use a box collision component, rotated and positionned anywhere in global space, and query the voxel world to retreive all the voxels that are inside of it.

                  The more I use your product, the more I love it !
                  Best Regards,

                  Comment


                    FreemanCIT Yeah no easy way to do that besides iterating on the voxels, as nothing guarantees you that the collisions at that position will have the highest LOD. There are ways to optimize it though, but it'll still be expensive. What would be your specific use case?
                    Website: https://voxelplugin.com
                    Discord: https://discord.voxelplugin.com
                    Twitter: https://twitter.com/phyronnaz

                    Comment


                      My use case : I would like a cave digging system based on a grid, but a non global axis-aligned grid (local grid). You put a kind of "fundation", or cave pit ou call it whatever you like, let's call it a starting point. This "zone" will generate some invisible shapes do define authorized digging zone, from this point (for example, one up, one down and 4 West, East, North, South).Thoses shapes will be used as guide to dig the ground in the overlapping volume. Let's say you select one of the shape, then the enclosed volume will be removed. A zone will be created where the shape was, offering new "authorized digging shapes". Repeat.

                      generally speaking, being able to get voxels about to be removed allow to preview changes for the user, before he decides to remove them.

                      This allow to help the user to dig in a user-friendly way, and you can offer the possibility to add decoration or wall inside exavated area. It's an alternative to a pure "regular" grid approach or to a free edit mode. I didn't invent it as a side note, it's an approach offered for building in the "survival game kit", which I would like to extend.

                      I was thinking about a floodfill approach : take the center, or the corner of a shape component in the global world, get the voxel with get value, then get neighboors of it and check if any of them overlap the shape in the global space, till no voxel in the global-space volume can be retreived.
                      Last edited by FreemanCIT; 04-23-2019, 04:38 AM.

                      Comment


                        Made a procedural ring world last night:





                        You can download the project here: https://drive.google.com/open?id=1lx...poEU9CuslNqnJ9
                        Will work with free & pro versions!


                        FreemanCIT I see. I suppose the flood fill approach would work. GetValue returns the density at the queried position: -1 is totally full, 1 is empty, the surface is at 0. If you want to discuss this more in depth maybe join the discord, would be easier
                        Website: https://voxelplugin.com
                        Discord: https://discord.voxelplugin.com
                        Twitter: https://twitter.com/phyronnaz

                        Comment


                          How can I create noise to FlatWorldGenerator using the free version?

                          Comment


                            Hello -

                            I am having some trouble getting this to install.

                            1. I downloaded the Free Zip file which gave me the "VoxelPlugin-master" folder.
                            2. I created a new 4.22.1 Top Down blueprint project (Mac) and then opened the project.
                            3. Closed the project
                            4. Copied the plugin to a new Plugins folder in the project folder.

                            This (attached) is the error I get when I then open the Voxel.uproject. I am assuming the Config content and resources folder contents should be copied too, but that didn't work either. Any help would be appreciated.

                            Thanks
                            Attached Files

                            Comment


                              You have to make a folder inside plugins that contains all the files in the zip not just the uplugin file.

                              Comment


                                I've stumbled across this while looking for a project for someone else and I'm rather blown away by this awesome project (especially how much is released for free usage!).

                                I'm struggling with the editor portion of it - as in, the editor button isn't there? I'm sure it's something simple that I've just not come across previously.

                                Is there anything specific that I need to do to get the editor icon to appear in the modes tab?

                                Thanks!

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