Original thread with original videos and project description is here: https://forums.unrealengine.com/showthread.php?88161-Voxel-Plugin-For-UE4
*Uploaded a tiny demo with my test enviroment, think I missed some of the extra files in it because its almost 200 mb: https://drive.google.com/file/d/0B5cM3oP2O4-UVEp1STdNaFBPbG8/view?usp=sharing
I really don’t like to post in the marketplace thread as it bumps an unfinished project when there are new topics in there so I am branching out this thread for progress information instead (this is why I haven’t been posting progress information lately).
I have been waiting on 4.11 to test out something I want to try out with packets and sending volume data to client before releasing a test build. In the meantime I have been implementing some of my “wishlist” items.
1st new thing:
I moved the uv mapping out of the material editor and into a custom VertexFactory hlsl shader. This way there isn’t spaghetti nodes in the material editor to make a material for a voxel volume and the end result is actually significantly more performant. I figured out a good way to quickly calculate axis aligned UV mapping for the voxels in tangent space so the texturing and normal mapping is as easy as just plugging them into the material like with any other material.
2nd new thing:
The 2d/3d noise blueprint integration and terrain generation pipeline is complete and working great.
3rd new thing:
I decided on a whim to make a StaticMesh to VoxelActor conversion function, it creates a voxel volume out of the vertices of a Static Mesh and assigns the color to the voxels based on their intersection with the tri and its UV layout. It is a two day old attempt so I have some edge cases to handle yet (voxels on the edge of a tri have some color bleeding) but the end result looks pretty good already. It accounts for the mesh scaling and the result depends on the voxel size.