idea for foliage spawning: spawns based on up vector distance of chunk from world location, I think if you did it this way it would work for all your current generators. This way you can stop spawning grass after a certain height and not have trees in valleys
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Originally posted by Kris View Post
Definitely your PC
Check out wiki entry on Recommended Hardware : https://wiki.unrealengine.com/Recommended_Hardware
Phyronnaz Impressive stuff!
Thought of trying your hand at animated voxels?
i.e. Convert skeletal mesh to voxels and still have it animate.
Just curious.
EVGA GeForce GTX 750 Ti
or
Nvidia GeForce GTX 770
both have the same price but what one is better?
I'm not a hardware guy TBH lol
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Originally posted by frostic View Post
what would be better for my pc?
EVGA GeForce GTX 750 Ti
or
Nvidia GeForce GTX 770
both have the same price but what one is better?
I'm not a hardware guy TBH lol
In fact if you can part with a total of $289, about $40 more than the typical price of a used 770 online, you can get a 6gb GTX 1060 that'll last you a lot longer.
https://www.newegg.com/Product/Produ...82E16814137018
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HeroicVillain Foliage spawning is based on the material, which can be defined from the position. I plan to add a slope limit for the foliage: slope would be computed from an up vector depending on the position and given by the WorldGenerator.Website: https://voxelplugin.com
Discord: https://discord.voxelplugin.com
Twitter: https://twitter.com/phyronnaz
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Originally posted by hippowombat View Post
If you can afford either, you should get a newer gen card like a GTX 1060 3gb, you can get one new for the same price as you'd buy a used 770 for.
In fact if you can part with a total of $289, about $40 more than the typical price of a used 770 online, you can get a 6gb GTX 1060 that'll last you a lot longer.
https://www.newegg.com/Product/Produ...82E16814137018
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Originally posted by frostic View Post
I only have $180 i can spend not $300. thats why i asked what is better because i can get either of them for $147 using amazon because I have amazon prime and they are cheaper when i use prime to buy it.
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Website: https://voxelplugin.com
Discord: https://discord.voxelplugin.com
Twitter: https://twitter.com/phyronnaz
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Hey,
Phyronnaz You have made a pretty awesome voxel solution here, I am extremely impressed. I am running into one issue though. I've currently got the VoxelWorld actor in my level set to spawn using a child blueprint of the MySphereWorldGenerator base blueprint, and the sphere world renders perfectly within the editor during design. However, when I press Play or Package out the project, the sphere world doesn't spawn and I get the following error:
Code:VoxelLog: Warning: Loading world LogSpawn: Warning: UWorld::DestroyActor: World has no context! World: Default, Actor: /Game/UEDPIE_0_Default.Default:PersistentLevel.SphereWorldGenerator_9
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BinaryScrub Thanks! Just fixed this bug, should work now.
@HeadClot
1. VR should be fine: I'm nearly always at 120fps in the editor.
2. Compared to UE landscape it's quite bad. However they are not comparables: UE landscapes are simple 2D heightmaps, while this uses 3D data.
I'd say performance should be fine most of the time, unless you want to go faster than 100 m/s.Last edited by Phyronnaz; 10-13-2017, 01:46 PM.Website: https://voxelplugin.com
Discord: https://discord.voxelplugin.com
Twitter: https://twitter.com/phyronnaz
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HeadClot It didn't even take any coding or blueprint. All I did was create a child blueprint of the "MySphereWorldGenerator" blueprint in the root Content folder of the project (since I wanted to keep the original just in case) and then opened that child BP and changed the value for radius and made sure that "Inverse outside inside" was unchecked and then recompiled the child BP. Then in the VoxelWorld object I selected my child BP instead of the "MySphereWorldGenerator" BP
As for gravity on this beautiful monstrosity, I'm still working on that.
Baby steps
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Originally posted by BinaryScrub View PostHeadClot It didn't even take any coding or blueprint. All I did was create a child blueprint of the "MySphereWorldGenerator" blueprint in the root Content folder of the project (since I wanted to keep the original just in case) and then opened that child BP and changed the value for radius and made sure that "Inverse outside inside" was unchecked and then recompiled the child BP. Then in the VoxelWorld object I selected my child BP instead of the "MySphereWorldGenerator" BP
As for gravity on this beautiful monstrosity, I'm still working on that.
Baby steps
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