Voxel Plugin
2.0p-320
2.0p-320
  • Home
  • Roadmap
  • Getting Started
    • Installing Voxel Plugin
    • Installing Example Content
    • Migrating from 1.2
  • Basics
    • Brush & Channels
    • Foliage
    • Navmesh & Collision
    • Density Canvas
    • Blueprints
      • Setting graph parameters
      • Querying voxel graphs
    • Cubemap planets
  • Advanced Usage
    • Memory Usage & Render Performance
    • Using Graph Preview
    • Debugging plugin code
  • Platform Support
    • Targeting Mac & iOS
    • Targeting Android
  • Design Insights
    • Why Landmass & MetaGraphs
    • Channels & Physics Scenes
    • Execution Flow & Query Data
    • Node Types
    • Passing Data to Materials
    • MetaGraph Macros
    • Buffers and Uniforms
    • Utilities for Performant Graphs
  • Licensing
  • Release Notes
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On this page
  • Setting up the density canvas
  • Editing the density canvas

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  1. Basics

Density Canvas

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Last updated 2 years ago

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Density canvases can be used to let players do voxel edits.

Setting up the density canvas

Start by following the Brush & Channels page to setup a new voxel channel.

Once you have a channel, create a new Density Canvas:

In the Density Canvas, assign the channel to your voxel channel:

In your meta graph, instead of sampling a channel, sample your density canvas:

Here I also create an infinite flat brush to have a flat ground.

Editing the density canvas

In the blueprint you want to use to edit your canvas, add a new variable of type Voxel Density Canvas and set its default value to be our canvas asset:

You can then use a variety of functions to edit your canvas at runtime:

The Position/Radius are in world space.

By default, edits made in PIE will be persisted. To avoid that, you can make a new canvas at runtime & assign it to your graph:

Canvases do not currently support save/loads