Voxel Plugin

More details on my twitter: https://twitter.com/phyronnaz/status/1158813757059059714

I’m wondering about the “infinite world” bit. Is there any examples or wiki etc.?
I would like to run in one direction forever and ever with seamlessly generated terrain.
How would I go about doing this with your plugin?

@CaretCaret The plugin supports world sizes up to 1 073 741 824 voxels in every direction, which is significantly bigger than minecraft for instance (32 000 000 only). Should be enough to run forever :slight_smile: You don’t need to do anything, just crank up the voxel world size.

I’ve just stumbled across this plugin, awesome work man! Did Astroneer use this?

Thanks! Got it working in a test level. Could get to about 20 000km before unreal got a bit sad(not related to the plugin).

Any idea when you will be releasing this to the marketplace?

@Timehacker_ Nope, actually Astroneer is the reason I created this. Wanted to have a voxel system as cool as theirs :slight_smile:

@CaretCaret Some day :wink:

Nice good job! Looks very much like it :slight_smile:

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Hello! I’m considering buying this plugin for use, but I wonder about:

  1. Is it convenient to use pre-built heightmaps and heatmaps (for foliage, materials & meshes)? I get there are plant rules, but in my case I would most likely want to replace them. Basically, I know what voxels I want to output, I want to use the plugin as renderer, physics handler, mesh voxelizer and etc.
  2. On what level is the integration with the UE systems? For example:
    2.1. On UE there are many plugins which allows drawing of foliage, just generation based on materials, river painters, etc. I suspect they won’t work?
    2.2. What physics is used? The UE one? Can be properties set (e.g. different weight per material etc)?
    2.3. How is the Global Illumination on Voxel edits handled?
    2.4. Does the Navmesh bound volume (static navmesh) works? Or it must be dynamic one? Say, I don’t want voxel edits at runtime.
    2.5. Does normal UE water planes interact normally with the voxel terrain as with the normal heightmap?

Thank you :slight_smile:

Hey @R.Y.O. !

  1. Yep everything is modular so it’s easy to get what you want no matter your input. Several users are already using it only as a renderer for instance.
    2.1 Any plugin that is heightmap based won’t work. Others might or might not work, hard to say in the general case
    2.2 The voxel meshes are classic UE/PhysX collisions meshes. I assume by weight per material you mean when floating voxels are falling. The weight is currently a global setting, it’d be easy enough to make it a per material thing though.
    2.3 No GI, you’d have to use a generic solution like RTX/VXGI (you can get nice looking results without GI though). You could also bake the voxel world to static meshes and use baked lighting.
    2.4 You’ll probably have to use the dynamic one. I don’t think there’s any downside to that.
    2.5 I’ve recently added distance fields support to the voxel terrain. This will allow you to eg have foam on the water/terrain intersection, just like heightmap terrain

Very interested in distance fields for low-level collision detection against the voxel terrain, is this in the github project yet?

When is the expected release of the plugin on 4.23.1?

[USER=“3542798”]Danila Leonenko[/USER] The Pro version is available for 4.22, 4.23 and 4.24. The free version is only 4.22 until I update it (hopefully soon, but I can’t really promise anything).

@Hethger The distance fields can’t be used for collision detection, as they are not true distance field, but clamped ones: they are only correct in a radius of 1 voxel around the surface (which is enough for effects such as foam).

Ah, snap. I hoped there would be an option to test if the free plugin might be enough for the little things in 4.23.1.

I want to be honest here: Personally I don’t need most of the pro tools but would love to pay for this plugin to have at least minimal support for the latest UE4 versions. Would it be possible to create some option in between like let’s say a starter-edition for $50-60 that adds support and maybe Grass and Voxel Actors? :heart: I know that this is much to ask for, but $299 is not an option if you would see the rest of my “still need to buy” Marketplace list for an upcoming game project.

Kind regards and have a good weekend, Tobias

please update to 4.23 :frowning:

Does anyone have an example of how analytical derivatives can be used at runtime to simulate erosion? I’m looking to create terrain that gets weathered dramatically during runtime, either procedurally or by design.

Excellent plugin, by the way!

Hello everybody.

I have a question. How can I make the Voxel plugin work in VR?

Thank you :slight_smile:

Err, it does work in VR?

why wouldn’t it work in vr?

@uw19 Runtime erosion is tricky stuff, have yet to find a good way to do it :slight_smile:

@vrmusashi @ambershee @AngeIV It sure does work in VR! For example it was used by Chozabu in its game jam submission: