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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On this page
  • Kinds of Stamps
  • Stamp Configuration

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  1. Knowledgebase

Working with Stamps

PreviousMigrating from Voxel Plugin LegacyNextStamp Types

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Stamps are used to tell the Voxel World what kind of terrain to generate, and where to generate it. Usually stamps are actors, but they can also be used as components, or they can even be .

Kinds of Stamps

Voxel Stamps come in two primary types:

  • Volume Stamps, which affect the world in 3D, so they are able to generate a unique value for each position. They are used to create caves and overhangs.

  • Height Stamps, which work in top-down 2D. They are cheaper to generate because they can skip the third dimension, but they can't generate caves or overhangs.

When talking about stamp 'performance', we specifically mean generation performance - so the time it takes for the world to generate.

For each of those, there are four kinds of :

  • Static Data (Heightmap for Height Stamps, Mesh for Volume Stamps)

    • This read back some kind of precomputed data, so they don't need to generate any kind of information on the fly. They are the fastest type of stamp, but their data needs to be kept in RAM.

  • Spline

    • This reads back the spline data from a spline component and use it to affect the terrain. Only basic 'tubes' are supported right now, but graph support will be added in the future.

  • Graph

    • This runs a graph for each position the stamp affects. Graph parameters can be seen and edited from the stamp's details panel.

  • Sculpt

    • This does nothing on its own, but holds sculpt data. This stamp can then be selected from the Voxel Sculpt mode, which will write data into it.

Stamp Configuration

Every stamp has a handful of standard settings in its details panel. These settings control how the stamp affects the world - for instance, if it affects the terrain's shape, or only its materials.

  • Behavior: Which kinds of data a stamp affects. The three kinds of data (shape, material and metadata) can be turned off and on separately from one another.

    • Shape controls whether the stamp should modify the actual terrain mesh.

If a stamp has no material or metadata assigned, it will leave the existing data on the terrain, even if they are enabled in the behavior switches.

  • Smoothness: How smoothly a stamp blends into the ones that came before it. This smooths the applied materials and metadata as well as the actual shape.

and control whether the stamp should replace the existing material or metadata with its own.

: What layers a stamp writes into. Layers give you better control over what brushes come before other ones. In most cases, you will only have one layer selected in a stamp's layer list.

: Whether the stamp should apply before or after others. Stamps with the lowest priority number are applied first, those with the highest number are applied last (so they are visually on top). You can read more about this and layer on the article.

: How the stamp is merged with the ones that came before it. Additive and subtractive are the most common.

Material
Metadata
Layers
Priority
Layers & Priority
Blend Mode
instanced
A stamp actor, its primary type set to Volume, and data source to Mesh. It writes a voxelized mesh into the scene.