Getting Started with Voxel Plugin 2 Previews
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- Опубликовано: 30 июн 2024
- In this video, we are, step-by-step, going to be walking through the creation of a basic terrain from scratch, so without using any example content.
By the end of this video, you should have a good overview of how most of the plugin systems function and interact.
The guide on installing the plugin can be found here: docs.voxelplugin.com/getting-...
Join the community at: discord.voxelplugin.com/
Explore our knowledgebase at: docs.voxelplugin.com/
Purchase Voxel Plugin Pro Legacy - which grants access to Voxel Plugin 2 previews, and comes with a permanent license plus a year of updates from VP2's release - here: pro.voxelplugin.com/
0:00 Introduction
0:44 Accessing and installing Voxel Plugin 2 preview releases
03:37 Generating a basic heightfield terrain
10:41 Working with channels to modify the base terrain using other actors Игры
Yay, an up to date guide on using VP2. Thanks! 😁
This is super helpful also very exciting to see the changes that are in development like the merge surface node! Simplifies three nodes into one it looks like! Thank you for this video. It is VERY helpful!
This tutorial really helped me get start with Voxel Plugin Pro 2. Thank you so much.
Thank you so much for this!
Thank you for this tutorial!
Super useful video 👏
Really useful! Thanks!
Thank you for starting point video. Really helpful
there is no merge surface anymore at date 13.05.2024 18:45
instead it becomes SmoothUnion, SmoothSubstraction, SmoothIntersection
I could be dumb, and not know. But I believe “set surface material” is missing or has been updated to a different process. (I am still trying to learn this plugin)
Very cool! I hope you make more things I can check out and learn.
Thank you so much. This is extremely useful. Lots of stuff has changed though. Please share more voxel pro stuff.
As the current dev branch stabilizes towards the next release, you can absolutely count on more guides coming out!
Very nice :D
Good day! You can make a tutorial on creating a planet and setting up gravity, navigation for a third-person template, as well as water surfaces, or for example integration with Oceanology.
Hi thank you so much for this detailed video!!! Just a quick question, Is it possible to create a voxel terrain using a height map(like .png file) using the voxel plugin?
Super cool! I wonder if it would be possible to create brushes where you define certain bounds in which the advanced noise 2D would be generated? That way you could just do a certain type of noise in one area in particular that can be moved by the brush transform, which would be very modular and flexible.
Absolutely! To do this, you'd probably want to use a float channel to store your heights, rather than working with surfaces. At that point, you can just lerp between the original height and the noise output based on whatever kind of mask, i.e. a distance from the center of the brush.
@@Mr4Goosey Sounds good, I will try that - thank you very much!
Thoughts on how to make mesh brushes move during game play? Either by pressing a button or by gravity acting on it?
At minute 18:07 you add the node merge surface, I don't have that node. Why?/what should I use instead?
You'll want to be using a Smooth Union or Smooth Subtraction instead - sorry if I hadn't mentioned that! The Merge Surface is new on the dev branch, but not in a release yet.
Thank you @@Mr4Goosey
I came here for this same question too :) Thanks!
My Set Surface Material blueprint box does not come with a Material select/drop box menu. I tried make surface material and selected the VMD_Example and that did not change the color of the surface either. EDIT: You have to put your material instance in the Generate Marching Cube Surface Blueprint. I edited this to make sure others can understand in case of similar problem 👍
Hello. I'm just getting acquainted with the Pro version of the 2.0p-340 plugin. Let's say I have a level that I destroy during the game. How can I save the voxel mesh during the game so that when I open the game again, I see all the changes on the map
But at the same time, I want to restore the level grid from the initial save at any moment
It seems to me that there should be some function that saves the position of all active vertices of the map to a file, and then loads the same vertices from it
But I can't find it in the documentation
Hello..
With the newest version, I don't find ''Merge Surface'' at 18:05.
i cant find the merge surface and for some reason the querry channel does nothing in the brush graph it works without it the inflate surface also isnt there and the static mesh is not in the voxelactor folder
It's hard to really provide proper support here, but if you join the Discord (discord.voxelplugin.com) we can have a look what's going on!
Cool stuff. Thank you so much. Is the plugin Lumen compatible?
Yes, it is! There's a "Generate Distance Fields" setting in the advanced dropdown of the Marching Cube node.
That's great to hear. Will probably be picking it up soon. I hope geometry scripts will also be able to generate distance fields at runtime soon @Mr4Goosey
I figured out the Subtraction or Union, but where would you get the Blend without the Merge in 5.3.2?
The one you're missing is Smooth Intersection!
thanks! Awesome tutorial, best one ive found yet!@@Mr4Goosey
Can you use PCG's "Surface Sampler" on the voxel mesh?
We have some users on our Discord community that have been using PCG alongside VP2 fairly extensively. I'm not sure as to the details myself, but it definitely can be done.
@@Mr4Goosey That's good! I need PCG to spawn complex bioms and if VP2 and PCG work together well that will make my life much easier.
why we need plugin downloader and not marketplace?
Because Voxel Plugin 2 will not be sold through the Marketplace anymore once it releases - the Plugin Downloader is there to make installation easier, rather than making you manually download and install things from Github instead.
How much is 2.0 going to be?
VP2 will be the same price as Legacy, but the pricing model isn't the same as Legacy's.
You can use the plugin forever if you buy it once, but you'll get a year of updates from the date of your purchase, as opposed to the 'infinite' updates for Legacy.
We've got an article on the details of the licensing structure for VP2 here: docs.voxelplugin.com/resources/licensing
Do you know why this plugin has only bad reviews on the marketplace?
I'll try to answer as I bought this thing 2 years ago. That whole time it's being largely unusable, plus it was very expensive. I consider asking for a refund half a dozen times and I'm not even poor. This one video has progressed me further with VP than at any prior period of time but better it has already achieve something well beyond what world partition has for me. Truly massive terrains (my test for this video is 100km x 100km) and I still am getting 150fps even with UDS running. To get a landscape that big with WP you need HLOD's, reduced render range and then you find that anything unloaded by HLOD is now skilled by the save game system.
With VP2, so far so good. Foliage, automaterials and textures all have an extra layer of learning though and if you are not prepared to spend the time (I mostly had not) it'll be a disappointment.
HTH
@@nathanielacton3768so what do u recommend?
No multiplayer :(
Multiplayer is a tricky subject, but the plugin definitely can be used in multiplayer contexts!
If your world is procedural but static, there's nothing at all to worry about. If you're just editing foliage or letting players place some brushes, you can easily track and replicate those changes, similar to what you'd already need to do for saving and loading.
The only caveat is that it can get complicated quite quickly once you're doing lots of large-scale edits, high player counts or dedicated servers.
Very useful, thanks!