Voxel Plugin
2.0p-340
2.0p-340
  • Home
  • Getting Started
    • Installing Voxel Plugin
    • Installing Example Content
    • Migrating from 1.2
  • Knowledgebase
    • Using Graphs
      • Graph Preview
      • Buffers and Uniforms
    • Channels
    • Surfaces & Materials
      • Working with Surfaces
        • Distance Fields & Distance Checks
        • Applying Materials to a Surface
      • Material Definitions
        • Creating Materials from Scratch
        • Extending the Complex Material Sample
        • Technical Details
        • Detail Textures
    • Brushes
      • Voxelized Meshes
    • Foliage
    • Navmesh & Collision
    • Sculpt Volumes
    • Blueprints
      • Setting graph parameters
      • Querying voxel graphs
    • Graph Design
      • Why Landmass & MetaGraphs
      • Execution Flow & Query Data
      • Node Types
      • MetaGraph Macros
      • Adding Custom Nodes
    • Profiling & Debugging
      • Generation Performance
      • Memory Usage & Render Performance
      • Debugging plugin code
    • Platform Support
      • Targeting Mac & iOS
      • Targeting Android
  • Resources
    • Voxel Graph API
      • Exec Nodes
        • Edit Sculpt Surface
        • Execute
        • Merge Execs
        • Debug
          • Debug Delay
        • Set Sculpt Source Surface
        • Register To Channel
        • Generate Marching Cube Collision & Navmesh
        • Generate Marching Cube Surface
        • Create Marching Cube Preview Mesh
        • Write Volume Texture
        • Generate Point Collision
        • Render Mesh
      • Misc
        • Get Previous Output
        • Query with Gradient Step
        • Query with Position
        • Filter Buffer
        • Make Value
        • Is Valid
        • Get Collision Enabled
        • Get LOD
        • Get Point Chunk Bounds
        • Is Editor World
        • Is Game World
        • Is Hidden in Editor
        • Is Preview Scene
        • Get Position 2D
        • Get Position 3D
      • Sculpt
        • Get Sculpt Surface
      • Point
        • Make Chunked Points
        • Merge Points
        • Set Point Attribute
        • Get Point Attribute
        • Set Actor Property
        • Get Actor Property
        • Set Parent Point Attribute
        • Get Parent Point Attribute
        • Set Point Mesh
        • Get Point Mesh
        • Get Parent Point Mesh
        • Set Point Position
        • Get Point Position
        • Get Parent Point Position
        • Set Point Rotation
        • Get Point Rotation
        • Get Parent Point Rotation
        • Set Point Scale
        • Get Point Scale
        • Get Parent Point Scale
        • Set Point Normal
        • Get Point Normal
        • Get Parent Point Normal
        • Set Actor Class
        • Get Actor Class
        • Get Parent Actor Class
        • Set Point Custom Data
        • Get Point Custom Data
        • Get Parent Point Custom Data
        • Get Point Seed
        • Apply Translation
        • Apply Rotation
        • Apply Scale
        • Apply Point Storage
        • Generate Surface Points
        • Make Points
        • Get Points
        • Filter Points
        • Density Filter
        • Make Radial Point Spawner
        • Prune by Bounds
        • Prune by Distance
        • Raymarch Distance Field
        • Scatter Points
      • Material
        • Make Material
        • Make Float Detail Texture Parameter
        • Make Color Detail Texture Parameter
        • Make Material Detail Texture Parameter
        • Make Normal Detail Texture Parameter
        • Make Scalar Parameter
        • Make Vector Parameter
      • Math
        • Trig
          • Sin (Radians)
          • Sin (Degrees)
          • Cos (Radians)
          • Cos (Degrees)
          • Tan (Radians)
          • Tan (Degrees)
          • Asin (Radians)
          • Asin (Degrees)
          • Acos (Radians)
          • Acos (Degrees)
          • Atan (Radians)
          • Atan (Degrees)
          • Atan2 (Radians)
          • Atan2 (Degrees)
          • Get PI
          • Radians to Degrees
          • Degrees to Radians
        • Float
          • Bilinear Interpolation
          • Frac
          • Power
        • Boolean
          • NOT Boolean
          • NOR Boolean
          • XOR Boolean
          • AND Boolean
          • OR Boolean
          • NAND Boolean
        • Integer
          • Left Shift
          • Right Shift
          • Bitwise AND
          • Bitwise OR
          • Bitwise XOR
          • Bitwise NOT
        • Rotation
          • Make Quaternion
          • Break Quaternion
          • Make Rotation from Z
          • Combine Rotation
        • Operators
          • Equal
          • Nearly Equal
          • Not Equal
          • Less
          • Greater
          • Less Equal
          • Greater Equal
          • Ceil
          • Round
          • Floor
          • Add
          • Subtract
          • Multiply
          • Divide
          • % (Integer)
          • Min
          • Max
          • Abs
          • One Minus
          • Sign
        • Misc
          • Clamp
          • Mapped Range Value Clamped
          • Mapped Range Value Unclamped
          • Height Splitter
          • Interpolate
          • Lerp
          • Safe Lerp
          • Smooth Step
        • Seed
          • Mix Seeds
          • Make Seeds
        • Vector Operators
          • Cross Product
          • Dot Product
          • Normalize
          • Length
          • Length XY
          • Distance
          • Distance 2D
        • Conversions
          • To Double Vector (Double Linear Color)
          • To Double Vector 2D (Double Linear Color)
          • To Linear Color (Double Linear Color)
          • To Vector (Double Linear Color)
          • To Vector 2D (Double Linear Color)
          • To Double Linear Color (Double)
          • To Double Vector (Double)
          • To Double Vector 2D (Double)
          • To Float (Double)
          • To Double Linear Color (Double Vector 2D)
          • To Double Vector (Double Vector 2D)
          • To Linear Color (Double Vector 2D)
          • To Vector (Double Vector 2D)
          • To Vector 2D (Double Vector 2D)
          • To Double Linear Color (Double Vector)
          • To Double Vector 2D (Double Vector)
          • To Linear Color (Double Vector)
          • To Vector (Double Vector)
          • To Vector 2D (Double Vector)
          • To Double (Float)
          • To Linear Color (Float)
          • To Vector (Float)
          • To Vector 2D (Float)
          • To Double (Integer)
          • To Float (Integer)
          • To Int Point (Integer)
          • To Int Vector (Integer)
          • To Int Vector 4 (Integer)
          • To Seed (Integer)
          • To Double Linear Color (Int Point)
          • To Double Vector (Int Point)
          • To Double Vector 2D (Int Point)
          • To Int Vector (Int Point)
          • To Int Vector 4 (Int Point)
          • To Linear Color (Int Point)
          • To Vector (Int Point)
          • To Vector 2D (Int Point)
          • To Double Linear Color (Int Vector 4)
          • To Double Vector (Int Vector 4)
          • To Double Vector 2D (Int Vector 4)
          • To Int Point (Int Vector 4)
          • To Int Vector (Int Vector 4)
          • To Linear Color (Int Vector 4)
          • To Vector (Int Vector 4)
          • To Vector 2D (Int Vector 4)
          • To Double Linear Color (Int Vector)
          • To Double Vector (Int Vector)
          • To Double Vector 2D (Int Vector)
          • To Int Point (Int Vector)
          • To Int Vector 4 (Int Vector)
          • To Linear Color (Int Vector)
          • To Vector (Int Vector)
          • To Vector 2D (Int Vector)
          • To Double Linear Color (Linear Color)
          • To Double Vector (Linear Color)
          • To Double Vector 2D (Linear Color)
          • To Vector (Linear Color)
          • To Vector 2D (Linear Color)
          • To Integer (Seed)
          • To Double Linear Color (Vector 2D)
          • To Double Vector (Vector 2D)
          • To Double Vector 2D (Vector 2D)
          • To Linear Color (Vector 2D)
          • To Vector (Vector 2D)
          • To Double Linear Color (Vector)
          • To Double Vector (Vector)
          • To Double Vector 2D (Vector)
          • To Linear Color (Vector)
          • To Vector 2D (Vector)
        • Curve
          • Make Curve from Asset
          • Sample Curve
        • Color
          • Break Double Linear Color
          • Break Linear Color
          • Make Double Linear Color
          • Make Linear Color
        • Vector
          • Break Double Vector
          • Break Vector
          • Make Double Vector
          • Make Vector
        • Vector2D
          • Break Double Vector 2D
          • Break Vector 2D
          • Make Double Vector 2D
          • Make Vector 2D
        • Interval
          • Break Float Range
          • Break Integer Range
          • Make Float Range
          • Make Integer Range
        • Int Point
          • Break Int Point
          • Make Int Point
        • Int Vector
          • Break Int Vector
          • Make Int Vector
        • Int Vector 4
          • Break Int Vector 4
          • Make Int Vector 4
        • Transform
          • Break Transform
          • Inverse Transform Location
          • Make Transform
          • Transform Location
        • Distance
          • Smooth Max
          • Smooth Min
        • Box
          • Break Box
          • Extend Box
          • Make Box
          • Make Box from Radius
          • Make Infinite Box
          • Transform Box
      • Color
        • Distance to Color
      • Surface
        • Merge Surface
        • Get Merge Data
        • Get Surface Distance
        • Get Surface Material
        • Get Surface Attribute
        • Set Surface Material
        • Set Surface Attribute
        • Bind Attribute Detail Texture
        • Make Height Surface
        • Make Volumetric Surface
        • Make Sphere Surface
        • Make Box Surface
        • Invert Surface
        • Mask Surface
        • Inflate Surface
        • Displace Surface
        • Create Voxelized Mesh Surface
        • Blend Materials
        • Get Bounds Box
        • Get Surface Bounds
        • Make Bounds from Local Box
      • Channel Nodes
        • Query Channel
      • Noise
        • Advanced Noise 2D
        • Advanced Noise 3D
        • Perlin Noise 2D
        • Perlin Noise 3D
        • Cellular Noise 2D
        • Cellular Noise 3D
        • True Distance Cellular Noise 2D
      • Name
        • Append Names
      • Array
        • Length
        • Get
      • Gradient
        • Get Gradient
      • Chunk Spawner
        • Make Invoker Chunk Spawner
        • Make Screen Size Chunk Spawner
      • Random
        • Rand Float
        • Random Vector
        • Random Rotator
        • Random Select
        • Hash Position
        • Rand Unit Vector
        • Break Random Vector Settings
        • Make Random Vector Settings
      • Flow Control
        • Select
      • Actor
        • Get Transform
      • Network
        • Is Client
        • Is Dedicated Server
        • Is Listen Server
        • Is Server
        • Is Standalone
      • Heightmap
        • Get Heightmap Bounds
        • Make Cubemap Planet Surface
        • Sample Heightmap
      • Voxelized Mesh
        • Make Voxelized Mesh from Static Mesh
    • Glossary
    • Licensing
    • Release Notes
      • 2.0p-340 Release Notes
      • 2.0p-320 Release Notes
      • 2.0p-317 Release Notes
      • 2.0p-304 Release Notes
    • Roadmap
Powered by GitBook
On this page
  • 1. Distance Fields
  • 2. Distance Checks

Was this helpful?

  1. Knowledgebase
  2. Surfaces & Materials
  3. Working with Surfaces

Distance Fields & Distance Checks

PreviousWorking with SurfacesNextApplying Materials to a Surface

Last updated 1 year ago

Was this helpful?

1. Distance Fields

A distance field is a set of data where each the value at any point is the distance to the nearest surface. In our case, each voxel keeps track of the distance to the nearest surface in centimeters. When a given position has a distance of zero, that means the surface is at that position. When the distance is negative, we are inside a surface.

This video about Marching Cubes by Sebastian Lague is a great primer on the approach the plugin uses to generate a mesh from distance fields.

Most plugin system assume that a distance is 'perfect', which is to say that at any point, the distance is actually exactly the distance to the surface. In practice, that is often not the case.

Small inaccuracies aren't usually an issue, but as the inaccuracy increases, for example when converting heightmaps to distances (which is very inaccurate if slopes are steep, as it only considers the vertical distance, not horizontal), problems will start to appear. For example, the terrain normals may end up not matching the geometry, as they are determined from the distance field, not the generated geometry. Additionally, holes may start to appear in the terrain. This is generally caused by distance checks, and there are ways to compensate for this.

2. Distance Checks

Distance Checks are an important optimization step. When the terrain is being generated, large amounts of empty chunks are being created. To avoid wasting time on chunks that won't actually contain a surface, each chunk checks whether it is empty before computing all its values.

To do this, the the distance field value in their corners is computed. If this distance is larger than the size of the chunk, there 'cannot' be a surface in the chunk, as for that the distance would have to be smaller than the size of the chunk. This quickly falls apart if the distance field is not completely accurate.

Nodes that use distance checks (such as the Generate Marching Cube Surface node) have a "Distance Checks Tolerance" pin.

This is the chunk size which the corners check against is multiplied with this. Increasing this value from 1 will therefore generate more potentially empty chunks, but it will prevent chunks with inaccurate distances at their corners from being skipped when they do contain a surface.

Keep this value as low as possible - increasing it will increase time spent generating empty chunks, which can blow up generation times.

In the illustration above, a chunk (2D for simplicity's sake) with a size of 3200cm is running its distance checks, computing the distance at each corner. Distance A, C, and D read back as 1000cm, which could be inside the chunk. Distance B, though, reads back as 5000cm. The distance from Corner B to the farthest point in the chunk (Corner C) is 4525.5cm.

Distance B suggests that there cannot be a surface because of corner B's distance. Its distance of 5000cm is larger than the distance to the farthest point within this chunk (4525cm away).

Distance checks are, however, conservative; if one corner passes, the chunk is processed. In this case, distance A, C and D have a distance smaller than the size of the chunk. Because of this, the chunk is computed, regardless of distance B. The chunk would only be skipped if distance A, B, C, and D all reported a distance larger than the size of the chunk.