

If it's not, you will have leaks in the form of holes in your data asset. To have the best results, your mesh needs to be watertight. Note that mesh to voxel conversion can also be done at runtime, for instance in the Mesh Stamp tool! Original asset on the left, voxel size visualization in the middle, imported voxel asset on the right. While the import isn't lossless, it can give some great results: In addition to the shape, the mesh colors can also be copied over. The plugin supports converting a mesh to voxels. You can see the memory used by Heightmap (and Landscape) assets using stat VoxelMemory:Īn uncompressed 16k heightmap with materials can take up to 1.2GB, so you should watch that value carefully! They can take some time to decompress on load. Imported heightmaps do not need to be squares nor power of two.
#Magicavoxel 3d archive
Above this resolution, the archive goes beyond 2GB and overflows. The max size you can import is approximately 16000x16000. Heightmap assets heights are stored as uint16.
#Magicavoxel 3d full
Landscape assets heights are stored as float to keep the full precision of the Unreal Landscape. You can configure the landscape asset by opening it:.You can also use your asset in a voxel graph (just drag & drop the asset onto the graph):.You can then use the imported landscape asset as World Generator:.Click the Create button, and choose where you want to save your asset.If you are not using RGB, you need to assign them indices: Then add your landscape layer infos and select the channel you want them to be stored in:.For instance if we want to use a 5 way blend: Select the material config you want to use on your voxel world.Select the landscape you want to import in the Landscape Importer details:.Add a new Voxel Landscape Importer to your scene.To convert an existing Unreal Landscape to voxels, do the following: Unreal Landscape on the left, voxel on the right: The import is perfect: the voxel mesh will exactly match the landscape one. The plugin supports importing Unreal Landscapes. 3.2.3 Importing Roughness, Metallic and other stuff.
