Over the last couple of weeks I’ve spent some more time on our PolyVox+gameplay3d integration, and have added some basic editor functionality. Here’s how it looks at the moment:
You can paint on the terrain with the various materials, and there is also functionality to edit the shape of the terrain. This can even run on my mobile phone at a slow but useable 10-15fps. I realise the labels say ‘Brush Size’ twice, the second one should actually say ‘Brush Intensity’.
The main reason that I’m doing this is as research into the best way to handle multiple materials within a smooth voxel terrain. These have always presented a problem withย modelling and also with making nice material transitions. I think I’ve made some significant breakthroughs here so I’m hoping to write a research paper on the coming months… so if you want details on how it’s done you’ll have to wait for the that ๐
Hey mate. This looks really cool. Do you plan to add it to the git repo of PolyVox?
The exact plan isn’t clear… I’m mostly doing this for research purposes at the moment. I had to make some local PolyVox enhancements which will get brought across to the main repo, but I don’t think we’ll release the integration code. We’ll probably release a demo though.
We might end up selling PolyVox integrtion code (not just for gameplay3d but other engines too) for people who don’t want to write it themselves. Or maybe we should focus on bringing Voxeliens to mobile? For now we’re just playing with different ideas ๐
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It’s now 2014. What is happening to this because I really, really need this in my current game. Is there plans you will release it or explain with examples how it actually works?
Different bits are in different stages. There is a working implementation of the material system inside Cubiquity for Unity3D (e.g. see here http://youtu.be/auKomEGDNwA), but the source for that is not available. We had to make changes to PolyVox for this to work, and we hope to merge these changes across into the main PolyVox branch after Cubiquity is released in the coming weeks. But even after the PolyVox changes there is a lot of stuff in Cubiquity that we don’t plan to release source for.
There is a half-written paper with more details but I’m not finding enough time to work on it at the moment. Again it’s something for the future, but Cubiquity is the focus for now.
That said, the documentation in this file gives some idea what we are doing: https://bitbucket.org/volumesoffun/cubiquity-for-unity3d/src/0a8e9924b9f1893e251a1a8d9e94ef62421aabb4/Assets/Cubiquity/Scripts/MaterialSet.cs?at=master