Voxel Plugin
2.0p-304
2.0p-304
  • Home
    • Roadmap
    • Release Notes
  • Getting Started
    • Installing Voxel Plugin
    • Using MetaGraphs
      • Using the MetaGraph Preview
      • Finding the Right Nodes
      • Variables and Parameters
    • Step-by-Step Guides
      • Getting Started with Smooth Terrains
      • Getting Started with Blocky Terrains
      • Getting Started with Foliage
      • Getting Started with Materials
  • Landmass & MetaGraphs
    • Design Philosophy
      • What are Landmass & MetaGraphs
      • A Technical Exploration of MetaGraphs
    • Deep Dives into MetaGraphs
      • Passing Data to Materials
      • Working with Curves
      • Working with Landmass
        • Using Landmass Height Brushes
        • Scale and Resolution for Landmass Brushes
        • Complex Usecases for Landmass Brushes
      • Choosing the right Chunk Spawner
      • Using Height Canvases
      • MetaGraph Macros
      • Floats and Density
      • Buffers and Uniforms
    • Optimizing MetaGraphs
      • Utilities for Performant Graphs
      • Memory Usage & Render Performance
      • Profiling Generation Times
    • Extending MetaGraphs through C++
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  1. Getting Started
  2. Step-by-Step Guides

Getting Started with Materials

This guide covers the basics of how to configure materials to work with a voxel terrain.

This page is a stub. This means that the information on this topic will be significantly expanded in the future. What is currently on this page is an incomplete picture.

The plugin currently does not support any specialized material data framework. Creating something along the lines of 1.2's Multi-Index material framework is a priority.

Until this is done, materials are fairly straight forward; pass layer weights into a material using vertex data or detail textures, sample these in the material and use them as weights for interpolating between parts of a single large material with all layers defined inside it. Using more than a handful of layers in this way will have a very significant impact on GPU performance.

More detail on this topic can be found on the Passing Data to Materials page.

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Last updated 2 years ago

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