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Easy Voxels: Marching Cubes

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    [SUPPORT] Easy Voxels: Marching Cubes

    EasyVoxels: Marching Cubes provides a fast, multi-threaded and reliable way to generate Voxel Geometry using Dual Marching Cubes algorithm.




    About the algorithm:

    The marching cubes (MC) algorithm is a widely used technique for computing triangular mesh Iso Surfaces from discretely sampled volume data over rectilinear lattices. Dual Marching Cubes tends to eliminate the poorly shaped triangles often present in MC surfaces.




    EasyVoxels can be used to generate any type of shape, from asteroids or pure procedural editable terrain to random shapes.

    Check the example projects.




    Important: This is not a game. Easy Voxels: Marching Cubes is a plugin that provides you the tools to build procedural geometry using Dual Marching Cubes and additional helper functions.




    DemoProject 1:

    Requires Noise Plugin https://www.unrealengine.com/marketplace/noise-plugin

    Download: Chunked Terrain Demo

    Preview:




    Demo Project 2:

    Download: Asteroid Demo

    Preview:


    Get It Here:

    https://www.unrealengine.com/marketp...marching-cubes

    #2
    Hey I just found this on YouTube and tracked you down here. I have some questions on the MC voxels as I may be interested in it for a game. What is the performance like? We are looking to build a game compatible with Xbox. Can it be replicated over a network? And is it editable in run time? Basically can I dig it lolol

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      #3
      Hi,

      Yes, it can be replicated, but you're responsible for the replication implementation. Geometry can be edited at runtime, check Asteroid demo preview video, which shows a very generic implementation example of geometry editing during runtime. Both demos use 32^3 volume data size. So you can make an idea of how fast it can be.

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        #4
        Update 1.0.4
        • Minor code clean-up

        Comment


          #5
          Hey There ! very interesting plugin, but i'm also wondering about the usability of it in terms of its quality;
          would you be able to achieve a resolution high enough so you don't see any edges in the geometry ? and are you able to add textures in the shaders like displacement, normals etc, and what about tessellation ?
          take this an example for instance, could you do something similar with your plugin at a similar resolution ?
          https://www.youtube.com/watch?v=R_iy5pAb3O8

          Thanks a lot

          Comment


            #6
            Originally posted by matewfeel View Post
            Hey There ! very interesting plugin, but i'm also wondering about the usability of it in terms of its quality;
            would you be able to achieve a resolution high enough so you don't see any edges in the geometry ? and are you able to add textures in the shaders like displacement, normals etc, and what about tessellation ?
            take this an example for instance, could you do something similar with your plugin at a similar resolution ?
            https://www.youtube.com/watch?v=R_iy5pAb3O8

            Thanks a lot
            Hi there,
            • The video you're showing uses ray marching, not marching cubes. That runs on the GPU and Easy Voxels runs Dual Marching Cubes (duality preserves sharp features of the geometry) on the CPU.
            • Resolution can be set by either increasing volume data size or by setting the Resolution float value in Settings to lower values. Lower value means higher quality. You could tinker with both until you get the results you need.
            • Although Easy Voxels provides with complete mesh data, Vertices, Normals, UVs, Tangents and Triangle data, by default engine's Procedural Mesh Component doesn't support tessellation. You could either customize it to enable it (requires c++ and some medium knowledge on the engine), or use Runtime Mesh Component which can handle tessellation by default.
            • You can set materials to the mesh component of your choice and have displacement, normals textures and so on.
            However you'll need to use Tri-planar mapping in your materials to avoid stretched textures on the generated geometry (Chunked Terrain Demo uses Tri-planar mapping so you can check it out there how it can be achieved).

            Hope this answers your questions and concerns.

            Your are most welcomed on our discord for a more real-time discussion: https://discord.gg/v4D42Vp
            Last edited by Yaki Studios; 10-10-2019, 12:59 PM.

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