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. Landmass & MetaGraphs
  2. Deep Dives into MetaGraphs

Choosing the right Chunk Spawner

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 "Spawn Chunks by Screen Size" node will create cube-shaped chunks across the entire world in three dimensions, attempting to keep their size on screen consistent, making farther away chunks less detailed.

The "Spawn Chunks by Range" nodes do not support varying levels of detail, and instead just spawn a set number of chunks at a given size. This is mostly useful for things like foliage (this would use the 2D variant, or potentially blocky terrains (which would use the 3D variant).

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Last updated 2 years ago

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