Thanks so much for walking through this! I've been having a heck of time finding training resources for the plugin beyond the basic documentation and gleaning what I can from the discord. Really appreciate the time and effort.
I got the voxel pro plugin a few weeks ago, and I have been struggling! This is the best and most useful guide I have seen, especially since the documentation on the voxel website is not really useful at all. Thank you for making this video!
I really like this tutorial, being taken through the reasons behind why things are done really helps with understanding how to adapt the technique. I would love to see a tutorial like this for a planet rather than a flat world too :)
Would you consider making a video on how you setup the material? I've seen mostly stuff on how to do it with the Add Multi Index node but even then, the resources are scarce. You seem to do it outside of the graph and your blend is really good! If you have the time, of course!
right like this, please create more tutorials on voxel plugin. its awesome and all indi teams should use it in future.. gaming industry is always makin backsteps for better graphics. its enough !! bring back more gameplay again!! keep on goin
Thanks for the video! Any idea how it would be possible to make it so that edges have water, but in the middle is strictly landmass/mountains/islands, etc?
Could you do a video on how to do this using the free version? There is like NO tutorials on this plug-in, but it seems so cool! You were incredibly helpful to watch.
My god man, you are a great saviour of us for delivering this to us, thanks a bunch !!! Can i also make a small request, if possible ? Can you make a tutorial about the world generating randomly in real time in front of the player and the world behind him to get destroyed ? Basically, a truly infinite randomly generated world is what i'm also interested in.
This looks good. I'll look into your other videos too, because I need more. First off how to limit the world so it won't be infinitely generating? I'd like to do something like Valheim where the biomes are changing to completely different in a circular pattern so when the player spawns they have what you created here, but as they progress outwards they run into more stuff, not just a variation of the same. I also need to learn about how to populate this.. Trees, POIs etc..
Only wish could slow it down. its hard to see certainly if you have 1 screen and your attempting to watch and make. Although admittedly its looks very good and i did get some bits working
Thanks for the feedback! I'll keep that in mind next time I make a video like this. Until then, maybe try to change the Playback Speed in the Video Settings?
Unfortunately, the Voxel Graph isn't available in the free version afaik. So it would be an entirely different workflow. You could probably still use curves, but you'd have to use them and do all the logic in C++
Nevermind! I figured it out. And in case anyone else is wondering, at the end of Set Value I created an IF. Hooked to the boolean a test to see if Z was less than a certain height (say 2 for just above water level) and then set an Add Multi Index node to match the Index of my desired terrain material.
This looks amazing, I was trying to recreate this with UE5 and for some reason when I use the 2D Noise SDF the example turns white and it will not work. If I bi-pas the SDF and multiply by -1000 I see the same example in the Voxel Graph view but the map obviously isn't factoring in the Z axes. Have you or anyone else had a chance to try this with UE5 and have a solution or am I just doing it incorrectly? Thanks
Hey, working on something similar to this for a school project. Spent the money on voxel plugin pro, but just don't really want to spend the extra money on the ocean plugin. Tried using the normal free water plugin, but just can't seem to get it to work properly and infinitely generate. Is there a possibility to get this working?
Could I import a real world heighmap and generate a Voxel world from it? Heightmaps are usually pixellated and requires endless touchup, with this technique it could be rendered a lot better and faster...
hey manny i noticed when i go under water theres alot of noise cause from doing this terrain generation method how would i go about fixing that and smoothing it out because as of currently i have mountains under water too lol
Try flattening the ocean curve a bit more. You can also tweak the elevation of it to control how deep you want the ocean floor to be. If you still get mountains in it, it could be necessary to tweak the height splitter, perhaps those mountains are wannabe-islands and need to be supressed?
@@mannythepirate i believe they are islands because they appeared when tweaking the island thing, also it wouldnt have anything to do with me using oceanology would it and was also wondering if u could point me to an auto landscape material that has sand layers like yours i use ue5
Thank you for the video ! Do you use the new plugin water by epic or do you use something else ? If yes can you just give me a link or a hint about how you generate water ? thank you for these tips it helped me a lot !
@@mannythepirate I'm using that plug in but I cant figure this out. Could you explain exactly what you did. I cant find a water plane associated with the plugin. The water is not generating for some unknown reason. Maybe you could help?
@@Mykensminger the problem is that the new water plug in only works with small landmasses for now, but what Sir Manfred is doing probably is taking the material and applying it to a plane, that way you can have it as big as you want.
@@RolandoPeralta3DGraphics I added it to a plane but I couldn't figure how to get the post processing to work. So I guess I'm stuck with the limited dimensions of ocean until they improve 4.26 water.
@Ian PeraltaI know how to add water to a plane and add a new post processing volume to the scene. However my problem is figuring how to add THEIR post processing underwater volume. I've searched through all their water files and I'm struggling to find any 4.26 water Blueprints or post processing volumes that I could pop into the scene and allow me to interact and customize the ocean. None of my line traces or casts are registering the ocean. It appears all their blueprints are encoded in the water C++ section which is useless for me.
This is a great tutorial but with out the original automatic materials, its very hard to follow. I was using Brushify and did not even want to know. LOL Would of been nice to do a tutorial of this using Brushify.. understand you maybe busy these days.. But would help the community.. :)
@@mannythepirate even though mine is not Pro version, I tried the globe and it is too round. I could scale it to the point that I get some flat surface for my character, but at that point it's too large. It does look good and my system can handle it but what will happen once I start adding stuff onto it. That's when it'll get expensive.
@@ty_teynium I unfortunately have no experience with the free version of Voxel Plugin. But I would highly recommend joining the Voxel Plugin Discord server if you haven't already done so. :)
No offense, i like voxels. But compared to world machine maps, its graphics sck. I mean, sure, voxels have their own reason why to use. Does the voxel plugin creates nav meshes? Otherwise i think it is kinda useless, except you dont want npcs in it.
Hi! I used a so called "Auto-Material" from an earlier project. It basically just blends between textures based on world height and on slope angles which are value ranges isolated from the dot product of Z and the normals of the terrain
@@mannythepirate Can you please share the auto material that you used? I downloaded one myself but for some reason it just doesn't work with my worlds that I generate.
Hey man, this video was really useful - would you consider making another video about your multi-index material for the landscape? Many thanks!
Thanks so much for walking through this! I've been having a heck of time finding training resources for the plugin beyond the basic documentation and gleaning what I can from the discord. Really appreciate the time and effort.
@Tristan Peter yea, I have been watching on flixzone for since december myself :D
@Tristan Peter Yup, I have been using flixzone for since december myself :D
This was extremely helpful. I don't subscribe to many *and* I never comment -- but your walkthrough was immensely useful! Thank you.
I got the voxel pro plugin a few weeks ago, and I have been struggling! This is the best and most useful guide I have seen, especially since the documentation on the voxel website is not really useful at all. Thank you for making this video!
Thank you, this is by far the most useful tutorial I have found on procedural terrain generation with Voxel Plugin
The plugin has so so little information. This is fantastic, thank you. I hope you make a lot more.
Using curves to extract all that variation from one set of noise... Beautiful work :)
Bro this is genius. This is exactly what VP is missing. Thank you for taking the time
That music is sooooo soothing
Thanks! :)
I really like this tutorial, being taken through the reasons behind why things are done really helps with understanding how to adapt the technique. I would love to see a tutorial like this for a planet rather than a flat world too :)
This is beyond awesome, I really needed that!
thank you, would love to see more voxel plugin tutorials :)
Pls continue doing informational videos like this I really enjoyed it, hope to see you upload more.
Please do biomes with diff materials such as forest, desert, snow, etc,..
Sir Manfred this was AWESOME, thank you so much for giving us a practical tutorial for this plugin! ♥
Awesome explanation on how to use those nodes! I subscribed just in case you upload more videos :D
This has been a fun weekend project. Let's see what comes of it. Thank you very much!
Would you consider making a video on how you setup the material? I've seen mostly stuff on how to do it with the Add Multi Index node but even then, the resources are scarce. You seem to do it outside of the graph and your blend is really good!
If you have the time, of course!
same
More Voxel Tutorials! :D Love this one
right like this, please create more tutorials on voxel plugin. its awesome and all indi teams should use it in future.. gaming industry is always makin backsteps for better graphics. its enough !! bring back more gameplay again!!
keep on goin
Gorgeous, man! Incredible! Thank you!
Awesome! Thanks for explaining this! Really good tutorial :)
Awesome! More Voxel Plugin please, you do a great job explaining! :D
Thank you so incredibly much for this video. This helped me tremendously!
Awesome tutorial. Thank you.
Thanks for sharing that kind of content !
very cool !
It looks amazing
Thanks for the video! Any idea how it would be possible to make it so that edges have water, but in the middle is strictly landmass/mountains/islands, etc?
Could you please share with me how you make these automatic materials? I'd super grateful!!!
Could you do a video on how to do this using the free version? There is like NO tutorials on this plug-in, but it seems so cool! You were incredibly helpful to watch.
Great Video! I would love to know how I would modify your graph to create one single island as opposed to multiple.
Very nice Tutorial, thanks 👍🏼
My god man, you are a great saviour of us for delivering this to us, thanks a bunch !!! Can i also make a small request, if possible ? Can you make a tutorial about the world generating randomly in real time in front of the player and the world behind him to get destroyed ? Basically, a truly infinite randomly generated world is what i'm also interested in.
Hot damn my friend. INCREDIBLE video. 1000% worth the subscribe.
This looks good. I'll look into your other videos too, because I need more. First off how to limit the world so it won't be infinitely generating? I'd like to do something like Valheim where the biomes are changing to completely different in a circular pattern so when the player spawns they have what you created here, but as they progress outwards they run into more stuff, not just a variation of the same. I also need to learn about how to populate this.. Trees, POIs etc..
Only wish could slow it down. its hard to see certainly if you have 1 screen and your attempting to watch and make. Although admittedly its looks very good and i did get some bits working
Thanks for the feedback! I'll keep that in mind next time I make a video like this.
Until then, maybe try to change the Playback Speed in the Video Settings?
Hi Manny, great video. Can you tell me what material you used on you islands?
Great video. This was a huge help. What material are you using for this map?
Hello Manfred. Is it possible you can share the graph and curves?
Thank you very much my friend
This was truly amazing and helpful, I wonder if I can do this on the free voxel plugin?
Unfortunately, the Voxel Graph isn't available in the free version afaik. So it would be an entirely different workflow. You could probably still use curves, but you'd have to use them and do all the logic in C++
Would be amazing to see this reproduced in c++ :D
If you wanted to add Multi Index landscape material indexes to the various biomes, how would you incorporate it?
Nevermind! I figured it out. And in case anyone else is wondering, at the end of Set Value I created an IF. Hooked to the boolean a test to see if Z was less than a certain height (say 2 for just above water level) and then set an Add Multi Index node to match the Index of my desired terrain material.
@@michaelbrandeberry2633 Awesome, but how do you do it based on area instead of just Z height? I want to have a forest next to a desert for example.
I LOVE THIS THANK YOU
MORE PLEASE
This looks amazing, I was trying to recreate this with UE5 and for some reason when I use the 2D Noise SDF the example turns white and it will not work. If I bi-pas the SDF and multiply by -1000 I see the same example in the Voxel Graph view but the map obviously isn't factoring in the Z axes. Have you or anyone else had a chance to try this with UE5 and have a solution or am I just doing it incorrectly? Thanks
Great production, not sure how foliage is added to this definition. There is probably a doc on this somewhere, but I'm too noob to put them together..
damn great video i learned so much thanks man
Could you possibly show how to do this with version 2.0?
Can you teach this again on 5.1? I'm super stuck and cant get anything to work properly or compile.
Hm, I'm trying to figure out how your texture looks like shoreline and green grass (and mind looks like brown mud)
Thank you! This is great. :)
how to use voxel in maps generated in world creator ?
Thank you! Great tutorial!
What is yours computer configuration?
Cheers!
I'm currently on a Ryzen 3950X with 64 GB ram and an RTX 3090
Is it possible to generate thoses kind of land in runtime using landmass ?
is there a way to also generate cave systems?
Hey, working on something similar to this for a school project. Spent the money on voxel plugin pro, but just don't really want to spend the extra money on the ocean plugin. Tried using the normal free water plugin, but just can't seem to get it to work properly and infinitely generate. Is there a possibility to get this working?
That's awesome. Thx so much.
that was awesome!
can you do it in v2
Bro, i need tbat material! Looks soo good.
Could I import a real world heighmap and generate a Voxel world from it? Heightmaps are usually pixellated and requires endless touchup, with this technique it could be rendered a lot better and faster...
It's possible yes. I found I had to apply some smoothing in spots are importing a heightmap though.
Amazing and thank you!
Does it support real time random generation like minecraft for example?
wow amazing !! can you do the same for a planet ?
where is the water plane from. I'm using 4.26, but I cant find it anywhere. I turned the plugin on and everything. where do I find it?
In the content browser, go to "View Options" and make sure "Show Plugin Content" is checked.
Then you should be able to find it
@@mannythepirate I can't find that plane you used. "Show Plugin Content" is checked. What was it called? BP_WaterPlane?
@@Mykensminger Did you find it eventually?
hey manny i noticed when i go under water theres alot of noise cause from doing this terrain generation method how would i go about fixing that and smoothing it out because as of currently i have mountains under water too lol
Try flattening the ocean curve a bit more. You can also tweak the elevation of it to control how deep you want the ocean floor to be. If you still get mountains in it, it could be necessary to tweak the height splitter, perhaps those mountains are wannabe-islands and need to be supressed?
@@mannythepirate i believe they are islands because they appeared when tweaking the island thing, also it wouldnt have anything to do with me using oceanology would it and was also wondering if u could point me to an auto landscape material that has sand layers like yours i use ue5
Thank you for the video ! Do you use the new plugin water by epic or do you use something else ? If yes can you just give me a link or a hint about how you generate water ? thank you for these tips it helped me a lot !
I used the water plane and the water material that came with the Water Plugin in 4.26. So it's basically just a Static Mesh with a material.
@@mannythepirate I'm using that plug in but I cant figure this out. Could you explain exactly what you did. I cant find a water plane associated with the plugin. The water is not generating for some unknown reason. Maybe you could help?
@@Mykensminger the problem is that the new water plug in only works with small landmasses for now, but what Sir Manfred is doing probably is taking the material and applying it to a plane, that way you can have it as big as you want.
@@RolandoPeralta3DGraphics I added it to a plane but I couldn't figure how to get the post processing to work. So I guess I'm stuck with the limited dimensions of ocean until they improve 4.26 water.
@Ian PeraltaI know how to add water to a plane and add a new post processing volume to the scene. However my problem is figuring how to add THEIR post processing underwater volume. I've searched through all their water files and I'm struggling to find any 4.26 water Blueprints or post processing volumes that I could pop into the scene and allow me to interact and customize the ocean. None of my line traces or casts are registering the ocean. It appears all their blueprints are encoded in the water C++ section which is useless for me.
Thanks for this
so where did you learn how to do this and can the terrain load time be optimized?
i mean render not load, i promise i'm not that unknowledgable
It can be optimized even more by converting the Voxel Graph to C++ and compiling it. Then you get C++ speed when the terrain generates :)
can this be possible with the free one?
How did you setup your landscape material?
This is a great tutorial but with out the original automatic materials, its very hard to follow. I was using Brushify and did not even want to know. LOL Would of been nice to do a tutorial of this using Brushify.. understand you maybe busy these days.. But would help the community.. :)
Is this possible with free version?
The coolest video with annoying music =) Thanks =)
How did you create the material? Are you using landscape material or material collection?
Hi! It is just a regular Auto-Material that I used on standard Unreal Landscapes in previous projects. :)
@@mannythepirate I assume it’s not possible to do 2+ layers blending with material collection.
does this work with the free version of voxel to? (pls answer me)
As far as I know, Voxel Graph is a Voxel Plugin Pro only feature. So I think you'd have to do it in C++
Wait ... just how far does that go?!!!
I'm not sure about the exact number but I believe the maximum i up to 4.6 billion square kilometers if the voxel size is set to 100cm.
@@mannythepirate even though mine is not Pro version, I tried the globe and it is too round. I could scale it to the point that I get some flat surface for my character, but at that point it's too large. It does look good and my system can handle it but what will happen once I start adding stuff onto it. That's when it'll get expensive.
@@ty_teynium I unfortunately have no experience with the free version of Voxel Plugin. But I would highly recommend joining the Voxel Plugin Discord server if you haven't already done so. :)
Is voxel plugin runime generation or is baked?
Runtime!
@@mannythepirate That's really cool!
No offense, i like voxels. But compared to world machine maps, its graphics sck. I mean, sure, voxels have their own reason why to use. Does the voxel plugin creates nav meshes? Otherwise i think it is kinda useless, except you dont want npcs in it.
Thanks dude!
How did you manage to get a mix of materials? (Sand, grass, rock)
Hi! I used a so called "Auto-Material" from an earlier project. It basically just blends between textures based on world height and on slope angles which are value ranges isolated from the dot product of Z and the normals of the terrain
@@mannythepirate Can you please share the auto material that you used? I downloaded one myself but for some reason it just doesn't work with my worlds that I generate.
Does it come with assets?
Yeah the plugin comes with a bunch of example maps and some example textures