Authoring Materials

An outline on how the material rendering pipeline functions in Voxel Plugin 2.

Nanite Tesselation is disabled by default.

Add the following lines to your project's DefaultEngine.ini to enable it:

  • r.Nanite.AllowTessellation=1

  • r.Nanite.Tessellation=1

There is an example available on this topic!

When materials are assigned to the voxel world from a stamp, they are automatically tracked by the MegaMaterial, and are automatically combined into a single material.

Because many materials are being combined, your terrain material not render, with errors related to SRV and Sampler limits appearing.

This can be worked around by enabling Bindless Rendering by adding the following lines to your project's DefaultEngine.ini, under the rendering section:

  • rhi.Bindless.Resources=Enabled

  • rhi.Bindless.Samplers=Enabled

Bindless Rendering is in most contexts beneficial or neutral, but it is only supported on (modern hardware which supports) SM6.

Whatever is plugged into a material's Displacement pin is treated as height information for heightblends. It is also used for Nanite displacement.

Rendering translucent materials on a voxel world is not supported.

If a translucent material is assigned, those voxels will be entirely invisible in the final mesh.

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