✨ Add OnGenerateWorld delegate, fired right after the voxel world is created ✨ Expose VoxelPlaceableItemActor to blueprints □ Fix TVoxelDataOctreeLeafData::CreateData Merge branch 'master' of :Phyronnaz/VoxelPrivate ✨ Allow using a custom collision channel in tools □ Fix Previous World Generator sampler nodes & remove custom data ✨ Automatically load custom tools blueprints ✨ Add a Show Custom Tools dropdown similar to advanced details □ Fix crash when multiplayer fails to decompress the data □ Disable emissive on MS_VoxelMaterial_Colors_WithShift ♻ Remove M_VoxelMaterial_Colors_NormalShading and remove flat shading code from M_VoxelMaterial_Colors, as the new Flat Normal mode should be used □ M_VoxelMaterial_Colors_NormalShading is gone, M_VoxelMaterial_Colors should be used instead □ M_VoxelMaterial_Colors is not flat shaded anymore, enable Flat Normal on your voxel world if you want it to be □ M_VoxelMaterial_Colors doesn't read UVs anymore to determine roughness (shouldn't affect anyone) □ Reparent Cubic_Destruction_FirstPerson to VoxelCharacter □ Fix crash when some textures are used in voxel graphs ♻ Disable slow ensure in FVoxelRenderOctree ✨ Improve Manual Multiplayer example to use the new tool system ✨ Add ComputeDevice option to choose between CPU and GPU for tools that support it ✨ Add DoEditOverride to tool SimpleTick to allow sending a RPC instead of directly doing the edit □ Fix multiplayer diffs not marking the chunks as dirty, leading to holes in TCP multiplayer ✨ Add "Set as editor startup map" to context menu ✨ Add bModulateStrengthByDeltaTime setting ✨ Disable strength delta time modulation if paint stength = 1 ✨ Add Use Settings as Default to the data asset editor ✨ Improve magica vox importer to use the builtin palette correctly ✨ Add better sRGB vs Linear color handling in paint materials ✨ Add sRGB Colors option to the voxel world, if for some reason you want to store the vertex colors as sRGB ✨ Add sRGB palette option to the magica vox importer This one is a very simple graph generating dunes in a controllable direction See the crater noise above for that instead. This lets you handpick where you want the craters to be - however, it doesn't work too well if you have too many craters. This map showcases how to use data items to add craters. You can now batch compile graph from the context menu: Check /Voxel Content/Examples/VoxelGraphs/MultiIndex/VG_Example_MultiIndex for an example. The new Height Splitter node is especially useful to do height based materials. You can combine any 3 consecutive pins that end with X/Y/Z and have the same prefix (so it works with a lot of nodes). There are purely a visual thing, similar to Break/Combine struct pins in Blueprints. This noise main property is to be directional: it's used internally for the erosion noise. The noise node takes derivatives (tick Compute Derivatives in the details of a supported noise node) and outputs an erosion value that you can then add to your original noise value. An example is available in /Voxel Content/Examples/VoxelGraphs/Erosion/VG_Example_Erosion It's a relatively expensive fractal noise. This noise fakes erosion using analytical derivatives & gavaronoi noise. It's based on : the trick is to use cellular noise with a custom distance function to make craters. It looks really great when used as a fractal noise. These new noises are available as nodes in voxel graphs, and as functions of FVoxelFastNoise in C++. The smooth tool can now smooth paint data (only works with RGB data for now).Ĭustom tools are now listed below the regular tools:Ĭustom tools are really powerful: for instance, the Graph Tool with the Nois圜olors generator lets you paint noisy patterns like this (it's named Graph Tool, but works with both voxel graphs and C++ generators)īehind the scenes it's just a color with some value shift by some white noise: The sphere tool can now paint with a falloff. It is now correctly converting the colors to sRGB/linear space as needed. vox - no need to manually export them anymore! It now directly reads the palette from the. The magica voxel importer is now using for more accurate imports. I've also added MI_VoxelMaterial_Colors_WithShift to the examples materials: this material will shift the colors based on the normal.Ĭombined with the Flat Normal option, it can give some very interesting looks like this: This will create additional vertices to ensure each triangle has a single normal. You can now do flat normals by using the Normal Config dropdown on the voxel world:
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