Voxel Plugin
2.0p5
2.0p5
  • Home
  • Getting Started
    • Installing Voxel Plugin
    • Working with Voxel Plugin
      • First Steps with Voxel Worlds
    • Installing Example Content
    • Migrating from Voxel Plugin Legacy
  • Knowledgebase
    • Working with Stamps
      • Stamp Types
        • Height & Volume Stamps
        • Spline Stamps
        • Sculpt Stamps
      • Layers & Priority
      • Blend Modes
      • Instanced Stamps
    • Using the Graph Editor
      • Graph Preview
      • Functions & Function Libraries
    • Foliage & PCG
      • Configuring PCG
      • Using PCG on Voxel Terrains
      • Voxel PCG Graphs
    • Materials & Metadata
      • Flat Normals & Blocky Rendering
      • Authoring Materials
        • Smooth (Alpha) Blends
      • Working with Metadata
    • Gameplay Systems
      • Blueprint API
        • Spawning & Configuring Stamps
        • Querying Voxel Data
        • Writing Voxel Data to Render Targets
      • Collision, Navmesh & Invokers
      • Multiplayer Support
    • Technical Information
      • Adding Custom Nodes using C++
      • Buffers and Uniforms
      • Profiling & Debugging
        • Compiling From Source
        • Generation Performance
        • Memory Usage & Render Performance
        • Debugging plugin code
      • Platform Support
        • Targeting Mac & iOS
        • Targeting Android
  • Resources
    • Change Log
    • Voxel Graph API
      • Noise
        • Advanced Noise 2D
        • Advanced Noise 3D
        • Domain Warp 2D
        • Domain Warp 3D
        • Perlin Noise 2D
        • Perlin Noise 3D
        • Cellular Noise 2D
        • Cellular Noise 3D
        • True Distance Cellular Noise 2D
        • True Distance Cellular Noise 3D
        • Simplex Noise 2D
        • Simplex Noise 3D
        • Value Noise 2D
        • Value Noise 3D
      • Array
        • Length
        • Get
        • Make Array
        • Add to Array
        • Append Array
      • Math
        • Boolean
          • AND Boolean
          • OR Boolean
          • NAND Boolean
          • NOT Boolean
          • NOR Boolean
          • XOR Boolean
        • 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
          • Interpolate
          • Lerp
          • Smooth Step
          • Height Splitter
        • 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
        • Integer
          • Left Shift
          • Right Shift
          • Bitwise AND
          • Bitwise OR
          • Bitwise XOR
          • Bitwise NOT
        • Rotation
          • Make Quaternion
          • Break Quaternion
          • Make Rotation from Z
          • Combine Rotation
          • Get Forward Vector
          • Get Right Vector
          • Get Up Vector
          • Rotate Vector
          • Unrotate Vector
        • 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)
        • Box
          • Break Box
          • Break Box 2D
          • Extend Box
          • Extend Box 2D
          • Is Box 2D Valid
          • Is Box Valid
          • Make Box
          • Make Box 2D
          • Make Box 2D From Radius
          • Make Box from Radius
          • Make Infinite Box
          • Transform Box
        • 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
          • Combine Transform
          • Inverse Transform Location
          • Make Transform
          • Transform Location
        • Distance
          • Smooth Intersection
          • Smooth Max
          • Smooth Min
          • Smooth Subtraction
          • Smooth Union
      • Color
        • Distance to Color
      • Name
        • Append Names
      • Point
        • Generate 2D Points
        • Make Points
        • Make Radial Point Spawner
        • Merge Points
        • Prune by Bounds
        • Prune by Distance
        • Scatter Points
        • Set Point Attribute
        • Get Point Attribute
        • 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 Point Custom Data
        • Get Point Custom Data
        • Get Parent Point Custom Data
        • Get Point Seed
        • Set Point Density
        • Get Point Density
        • Set Point Bounds Min
        • Get Point Bounds Min
        • Set Point Bounds Max
        • Get Point Bounds Max
        • Set Point Color
        • Get Point Color
        • Set Point Steepness
        • Get Point Steepness
        • Apply Translation
        • Apply Rotation
        • Apply Scale
        • Get Points
        • Filter Points
        • Density Filter
      • PCG
        • Get Input Points
      • Stamp
        • Get Previous Distance
        • Get Previous Height
      • Misc
        • Make Value
        • Raise Error
        • Is Valid
        • Query with Position
        • Filter Buffer
        • Get Collision Enabled
        • Get LOD
        • Is Editor World
        • Is Game World
        • Is Hidden in Editor
        • Is Preview Scene
        • Get Height Blend Mode
        • Get Height Smoothness
        • Is Height Override Blend Mode
        • Get Position 2D
        • Get Position 3D
        • Get Volume Blend Mode
        • Get Volume Smoothness
        • Is Volume Override Blend Mode
      • Biome
        • Query Biomes: null
      • Random
        • Random Select
        • Rand Float
        • Random Vector
        • Random Rotator
        • Hash Position
        • Rand Unit Vector
        • Break Random Vector Settings
        • Make Random Vector Settings
      • Flow Control
        • Select
      • Actor
        • Get Local to Query
        • Get Local to World
        • Get Query to World
      • Network
        • Is Client
        • Is Dedicated Server
        • Is Listen Server
        • Is Server
        • Is Standalone
      • Heightmap
        • Create Cubemap Planet Distance Field
        • Get Heightmap Bounds
        • Sample Heightmap
      • Distance Field
        • Create Box Distance Field
        • Create Sphere Distance Field
      • Material
        • Blend Materials
      • Voxelized Mesh
        • Create Voxelized Mesh Distance Field
        • Make Voxelized Mesh from Static Mesh
    • Glossary
    • Licensing
    • Roadmap
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  1. Knowledgebase
  2. Materials & Metadata

Working with Metadata

General information on using Metadata on stamps, in graphs and in materials.

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Metadata lets you set float-based values per voxel, by name. This data can then be passed into materials through vertex attributes (UVs or Vertex Color), and can be queried by name through C++ and Blueprint for gameplay purposes. It can also be queried by Voxel PCG nodes.

Stamps can write their own information into these named Metadata values. Graphs can be used to write complex values into Metadata.

Using Metadata to Control Generation

In some cases, you may want to use metadata to control terrain generation; for instances, you may want to apply some extra noise over the entire world based on a NoiseStrength metadata. To do this, you can use a Query Metadata node.

Note that the layer assigned on the Query Metadata node has to come before the layer the stamp is assigned to. You may need to add a new layer to do this. If so, you likely need to change your Voxel World Layer to Render and layer queries in other places accordingly.

Common errors when using metadata in Voxel Graphs:

  • Cannot query ...: already queried in the stack. Queried layers: ...

    • The Query Metadata node is querying the same layer the stamp is assigned to. Set the layer to an earlier layer, or set the stamp to a later layer.

  • ... cannot query previous metadata ... when metadata ... is not being queried

    • You are using the Query Previous Metadata node. This can only be used in the graph network leading into a Metadata graph output pin. Use Query Metadata instead.

Passing Metadata to Materials

Passing metadata to materials is not currently supported for non-Nanite rendering.

Metadata can be passed into materials by configuring the Materials Channels settings on the Voxel World. A single Metadata attribute can be tied (by name) to a single channel of a vertex-attribute (Vertex Color or a UV).

The Metadata can then be accessed by getting those vertex attributes using the standard material nodes (VertexColor / TexCoord).

Metadata applied to vertex colors in the Voxel World details panel.