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Tri/vert count high and artifacts in Unreal Engine 4 http://www.volumesoffun.com/phpBB3/viewtopic.php?f=2&t=657 |
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Author: | iUltimateLP [ Sun Oct 25, 2015 5:24 pm ] |
Post subject: | Tri/vert count high and artifacts in Unreal Engine 4 |
Hey guys, really glad that I am now part of this community. I really like voxels and I'm planning to create a little game on it. Now, I use Unreal Engine 4, and I have some trouble getting thing to look right. My first question: What kind of tri / vert count is alright for a voxel terrain? I currently use this one for testing: I created it in MagicaVoxel (45x45x8) and if I export it straight out of MagicaVoxel with the .obj format and import it into Unreal, I have no artifacts, but the tri/vert count is really high (~14K/~21K). Is that normal? My second question: If I try lowering those counts by importing the .vox into VoxelShop and export it with the LowPoly exporter, I get those strange artifacts: I saw some twitter posts by VolumesOfFun (https://pbs.twimg.com/media/CNSdVlXUkAAlch4.png:large) where I can't see those artifacts, so could anyone tell me facts about those two questions? Thank you |
Author: | David Williams [ Mon Oct 26, 2015 8:30 pm ] |
Post subject: | Re: Tri/vert count high and artifacts in Unreal Engine 4 |
So are you actually using PolyVox? If you have problems with MagicVoxel/VoxelShop then you should probably ask the authors of those packages directly. However: iUltimateLP wrote: What kind of tri / vert count is alright for a voxel terrain? It varies a lot of course, but is generally quite high unless face-merging is applied. iUltimateLP wrote: ...if I export it straight out of MagicaVoxel with the .obj format and import it into Unreal, I have no artifacts, but the tri/vert count is really high (~14K/~21K). Is that normal? Probably, yes. Estimate how many 'surface' voxels you have, and you'll probably need several tris/verts for each if no face merging is done. iUltimateLP wrote: If I try lowering those counts by importing the .vox into VoxelShop and export it with the LowPoly exporter, I get those strange artifacts... I've never used voxel shop so unfortunately I don't know much about how the LowPoly exporter works. Definitely ask the author about this. iUltimateLP wrote: I saw some twitter posts by VolumesOfFun (https://pbs.twimg.com/media/CNSdVlXUkAAlch4.png:large) where I can't see those artifacts, so could anyone tell me facts about those two questions? Thank you For out games we do not export objects as meshes and then load them into Unreal. Instead we use our PolyVox/Cubiquity libraries to load the voxel data directly, and convert it to meshes once in the engine. We do indeed to face merging to reduce the tri/vert count. P.S. I also saw your tweet, hopefully the above answers it. |
Author: | iUltimateLP [ Mon Oct 26, 2015 10:12 pm ] |
Post subject: | Re: Tri/vert count high and artifacts in Unreal Engine 4 |
OK thanks! But is the UE4 Plugin working on the newest UE4 Version (4.9) because the latest activity on GitHub is some time ago now.. |
Author: | David Williams [ Tue Oct 27, 2015 9:16 pm ] |
Post subject: | Re: Tri/vert count high and artifacts in Unreal Engine 4 |
iUltimateLP wrote: OK thanks! But is the UE4 Plugin working on the newest UE4 Version (4.9) because the latest activity on GitHub is some time ago now.. I'm not sure - we used Cubiquity a couple of months ago for LudumDare but I do remember Matt had to do some tricks/hacks to get it working, so it might not work too easily. Also see our future plans here: http://www.volumesoffun.com/reflections ... h-forward/ |
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