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Thread: Landscape Architect

  1. #201
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    Could you fit the voxels into a existing model like this flying island generated in houdini?

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  2. #202
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    omg, very cool, but how you did it? I haven't problems with landscape, how you change landscape in game?

  3. #203
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    Quote Originally Posted by HRLDStudios View Post
    Hey Ali, you have blown my mind, and maybe I missed this from skimming the thread, but about how long have you been working on this project?? It's incredible! Recently I've begun an open-world project and I'm just curious as to how easy it would be to merge different biomes / landscapes. Sorry if I'm repeating any questions from before.
    @HRLDStudios I've been on this for a while. Did bulk of the work past two months mostly on the voxel side

  4. #204
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    Quote Originally Posted by rYuxq View Post
    Can this tool work on any kind of landscape?

    I mean, if I had a terrain already, textured and populated with objects. Could this tool take it as it easy and then still modify it in the future?
    Or is it a requirement that the landscape has been generated with this tool?
    LA supports two types of landscapes

    Heightmap Landscape
    UE4 supports heightmap based landscapes natively (Landscape actor) and this mode builds on that. There are a set of graph based toolset that work on top of existing UE4's landscape actor. The first post has some screens on some node based procedural landscapes

    However, the UE4's landscape has some limitations, it cannot be modifed during runtime, (so no infinite procedural landscapes), cannot have caves/overhangs because it is heightmap based.

    Voxel Landscape
    This uses a custom mesh component to create the landscape and can be modified during runtime. It gets all the advantages of a voxel system. Since others are asking, I'll see if I can provide a way to convert the heightmap based landscape into a voxel landscape with proper material weights.

  5. #205
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    @apoisonedgift @PDubulous Thank you
    @robob3ar, @Hyncharas I'll have a beta program. There's still more work to be done. I'll keep you all posted

  6. #206
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    Quote Originally Posted by Ryukra View Post
    Could you fit the voxels into a existing model like this flying island generated in houdini?

    Name:  8a9260d507.jpg
Views: 775
Size:  96.3 KB
    It should be possible to turn an arbitrary mesh into a voxel. This would make for a nice feature for the stamping tool (mesh stamping) for placing props and other details as part of landscape itself

  7. #207
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    Quote Originally Posted by LevBabintsev View Post
    omg, very cool, but how you did it? I haven't problems with landscape, how you change landscape in game?
    @LevBabintsev UE4 landscapes cannot be changed during runtime (as of 4.15). I use a custom mesh component for the voxel landscape

  8. #208
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    Great work Ali !


    Some Questions:

    Will this support the foliage and the grass tools? Will the position and/or orientation of foliage track realtime modification, possibly with some control over that ?

    Will the generated mesh from voxels have LOD ? 'voxel lod' and/or 'mesh lod' ?

    Do you use a space partioning system for the voxels?

    What is the maximum voxel space? Can we add smaller voxel actors with finer voxel grid, and have these blend in with the bigger one?

    Can we set additional properties to voxels for gameplay purposes and querying those (from blueprint) ?

    How would one trace toward the voxel terrain? maybe have access to the nearest voxel? or some way to have a point project to nearest face ?

    How will texturing work, concerning UV maps, or do we need to use procedural materials ? or does this work with vertex paint in some way ?


    Looking forward to play around with this...
    Last edited by FrederickD; 03-04-2017 at 10:09 AM.

  9. #209
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    Hear that? Dev grants for Oculus Rift + Touch right now, hope you get one Ali.

  10. #210
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    Are you still working on this, Ali ? Any updates ?

    Reading trough the thread again, it seems some of my questions were already answered.

    I'm looking forward to this...

  11. #211
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    Quote Originally Posted by Ali Akbar View Post
    I use a custom mesh component for the voxel landscape
    Is this the regular custom mesh component that comes with UE, or something you created yourself?
    It seems it can be optimized a lot, considering this plugin.

  12. #212
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    Luminary
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    Quote Originally Posted by FrederickD View Post
    Is this the regular custom mesh component that comes with UE, or something you created yourself?
    It seems it can be optimized a lot, considering this plugin.
    Runtime mesh component is getting a major overhaul. So It might be worth it to wait.

  13. #213
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    Any updates? Is this coming out on the marketplace? If so, what's your price point?

  14. #214
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    Hey everyone, I've been working on some internal optimizations. The Voxel chunks can now save the density data in any data type (4-byte float, 2-byte or 1-byte integers). This helps in saving memory and the size of your saved games

    Past few days I've been working on implementing a atmospheric scattering shader explained in this GPU Gems article. It works from both in and outside the atmosphere

    The planet in the video and screens in 200km in diameter

    There are issues with physics that I'll need to solve. There are also rendering artifacts (bands) due to depth buffer precision while rendering the atmospheric scattering on large planets when seen from far away. However I've reduced it by taking the planet surface depth into account only when the player is close to the start of atmosphere

    Video:



    Screens:












  15. #215
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    Quote Originally Posted by Ali Akbar View Post
    Hey everyone, I've been working on some internal optimizations. The Voxel chunks can now save the density data in any data type (4-byte float, 2-byte or 1-byte integers). This helps in saving memory and the size of your saved games

    Past few days I've been working on implementing a atmospheric scattering shader explained in this GPU Gems article. It works from both in and outside the atmosphere

    The planet in the video and screens in 200km in diameter

    There are issues with physics that I'll need to solve. There are also rendering artifacts (bands) due to depth buffer precision while rendering the atmospheric scattering on large planets when seen from far away. However I've reduced it by taking the planet surface depth into account only when the player is close to the start of atmosphere

    Video:



    Screens:
    I freakin need this!
    @Ali Akbar - You should check out this atmospheric scattering: http://evasion.inrialpes.fr/~Eric.Bruneton/ (Scroll down to the section labeled Atmosphere.) It supports multiple scattering and should be similarly performant to the simpler GPU Gems version, but give better results. Also a code example there to download.
    Last edited by n00854180t; 03-18-2017 at 12:46 PM.
    Storyteller - An immersive VR audiobook player

    Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

  16. #216
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    Luminary
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    Quote Originally Posted by n00854180t View Post
    I freakin need this!
    @Ali Akbar - You should check out this atmospheric scattering: http://evasion.inrialpes.fr/~Eric.Bruneton/ (Scroll down to the section labeled Atmosphere.) It supports multiple scattering and should be similarly performant to the simpler GPU Gems version, but give better results. Also a code example there to download.
    Yes same,

    I need this as well.

    I would also like to point out that they made the code available under the BSD-3 license.

    You can get access to their repo by accessing this site. http://proland.imag.fr/

  17. #217
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    Pretty sweet stuff Ali

    Your work is so inspirational, that scattering looks gorgeous!

  18. #218
    2
    @ioFlow Studios Thank you!
    @n00854180t @HeadClot Thank you for the links. I'll definitely have a look

    Was just watching the GDC presentation by Sean Murray. He explains various noise functions used in No Mans Sky with some real nice and intuitive ways to combine various noise models. I'll experiment those with LA. The noise is generated in the CPU right now. I'll look at generating this in the GPU to speed things up

  19. #219
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    Amazing looks !

  20. #220
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    Ali so... Your map is.... 125660 Square km ? so 8500 TIMES bigger than entire skyrim map? procedurally. I just... well... ****! good there is world origin shifting integrated into UE for some time, or getting vectors in such giant space would be pain in the ****.

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