Hi im new to this forum/PolyVox, but I would like to use it with Unreal4(irrelevant in the matter) in a specific scenario, there it would generate nearly all the world by various means, so specially i would use the marching cubes for something like stone and sand, and i would like to use cubic to generate bricks, and marching cubes separately for water, so i would need a function to ignore eg bricks in one generation, and water to generate a separate mesh for that material (this is for generating lake floor from eg stone in first run, and i don't want to use just a plane for water because i would like it to be dynamic fluid so i need to generate the whole body)this cannot be done post processing the output arrays because there is no vertex to duplicate because the algorythm just generate the mesh based on merely the isovalue. also translucent cubes like glass in minecraft shuold be in another cycle of mesh generation(or other solution) for the same reason as water because they need the surrounding faces to be generated otherwise you can see through the world.
i wouldnt like to use another volume because its a huge overhead in memory and hdd space and i would like to spare that resources most because i intend to make Big worlds.
as an additional question how can i store additional data in volume for a voxel apart from mat density pair eg hitpoint
edit: now i see i can do some tricks defining a custom controller for the marching cubes, don't know how to do it with cubic i see no controler there and just started browsing the code in the moment im completely new to PV,im just leaving the question as is mby you have a better way doing this eg to do it in one generation
thx in adv
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