tag:blogger.com,1999:blog-3779956188045272690.post5076442389535718394..comments2024-03-22T01:46:59.425-04:00Comments on Procedural World: Applying textures to voxelsMiguel Ceperohttp://www.blogger.com/profile/17586513342346629237noreply@blogger.comBlogger13125tag:blogger.com,1999:blog-3779956188045272690.post-82533443634240608932018-02-02T10:12:14.559-05:002018-02-02T10:12:14.559-05:00Î would love to have an answet for this question t...Î would love to have an answet for this question too, this technology is amazing...Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-53336464939222166442017-03-29T22:56:34.365-04:002017-03-29T22:56:34.365-04:00How did you manage to generate UV's procedural...How did you manage to generate UV's procedurally without any distortion? I don't know if I'm just naive but as far as I have seen most UV mappers end up either distorting the texture slightly or duplicating the vertices.<br />Your work is amazing! I can't wait to see more ingenuity and additions to the engine.Anonymoushttps://www.blogger.com/profile/12172907601091047520noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-18334564503385637882016-11-29T08:14:46.822-05:002016-11-29T08:14:46.822-05:00So you mentioned it being a part of dual contourin...So you mentioned it being a part of dual contouring. Do you generate the UV at the same time that you generate the intersection point of a voxel?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-75350438305897890752016-05-14T10:41:43.836-04:002016-05-14T10:41:43.836-04:00I would not be surprised if people would pay for a...I would not be surprised if people would pay for a... game(?)... where you build structures, and then subject it to several types of weathering, be it fire, air, water, something else?Kamicahttps://www.blogger.com/profile/09074839497845172950noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-78698811433655144542016-05-14T10:00:05.800-04:002016-05-14T10:00:05.800-04:00... and different materials would be consumed at d...... and different materials would be consumed at different rates, or not consumed at all. For extreme weathering concrete will disappear at a faster rate than steel. This would leave structural beams inside a house exposed for a while before the beams begin to erode.Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-57509765157983113362016-05-14T09:51:08.216-04:002016-05-14T09:51:08.216-04:00Oh yea! You could make a realistic campfire! With ...Oh yea! You could make a realistic campfire! With actual disintegrating logs and stuff! (Or an entire house, if you're feeling destructive =P)Kamicahttps://www.blogger.com/profile/09074839497845172950noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-79507685648209476162016-05-14T09:18:05.683-04:002016-05-14T09:18:05.683-04:00Yes I too was excited when we finally got the smoo...Yes I too was excited when we finally got the smooth (erosion) to work with the UVs. Like you say weathering or even maybe consumption by fire would be the first things to try.Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-66401415648870702682016-05-14T09:16:31.411-04:002016-05-14T09:16:31.411-04:00Yes, it is possible to export a UV-mapped mesh fro...Yes, it is possible to export a UV-mapped mesh from the voxel world. Check out this older post: http://procworld.blogspot.ca/2015/07/export-your-creations.htmlMiguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-39797099975387605482016-05-13T19:19:23.762-04:002016-05-13T19:19:23.762-04:00The main thing I thought when I saw you smoothing ...The main thing I thought when I saw you smoothing that wall was: "Procedural building erosion." Be it in the pre-game generation, or in the actual game, either way it's exciting stuff.<br /><br />I don't quite know enough about this to get properly excited about the stuff you guys are doing here, but I'm convinced it's grand!Kamicahttps://www.blogger.com/profile/09074839497845172950noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-60812187522067725622016-05-12T20:03:59.216-04:002016-05-12T20:03:59.216-04:00Amazing! I assume you can generate a textured-vox...Amazing! I assume you can generate a textured-voxel "prefab" from a traditional UV-mapped polygonal source model. Any chance you can go in the other direction, exporting a uv-mapped mesh from the voxel world?<br /><br />I'm very interested to learn more about you achieved this effect! Although I can't think of any poignant questions at the moment :)<br />Bryan Fishmanhttps://www.blogger.com/profile/02792224903620881571noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-69450833933180792262016-05-10T13:06:50.170-04:002016-05-10T13:06:50.170-04:00Thanks, the internal voxels do not have UV info, b...Thanks, the internal voxels do not have UV info, but a regular material that is exposed when the surface voxels are gone. Only the surface voxels have UVs. Since a single voxel can be quite thick, it takes a bit for the UV data to erode completely. I believe the results are nicely organic.<br /><br />About the blending is it something you can set per material. We should have been more careful with the material settings for the video, probably were only looking at the UVs :)Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-46288233536161799162016-05-10T11:37:01.554-04:002016-05-10T11:37:01.554-04:00Most impressive Miguel. :D
I wonder if Landmark wi...Most impressive Miguel. :D<br />I wonder if Landmark will buy into the next release?Anonymoushttps://www.blogger.com/profile/03798401726458628496noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-76988062667976086392016-05-09T23:10:53.053-04:002016-05-09T23:10:53.053-04:00The UV info had to be placed manually on each inte...The UV info had to be placed manually on each internal voxel? Cross projection form the surface, or some kind of black magic?<br /><br />When you started to smooth the edges I was like "What?".<br /><br />But the texture blending, between different solid materials still bugs me a lot. Like between the grass and the stone tiles.Anonymoushttps://www.blogger.com/profile/02101145577377428119noreply@blogger.com