Timeline for How can I generate mesh distance fields at runtime on a procedural mesh in unreal engine 4.26?
Current License: CC BY-SA 4.0
6 events
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Jun 4, 2021 at 13:15 | comment | added | lukad | Thanks for your reply. But that is not my account :) I just happen to have the same question. | |
Jun 4, 2021 at 10:36 | comment | added | DMGregory♦ | First, you should follow the guide here to merge your accounts. Then you'll be able to edit your question above to add details about how you are generating those meshes from voxel data. | |
Jun 4, 2021 at 10:04 | comment | added | lukad | @DMGregory can you expand on that? I want to generate mesh distance fields for my meshes that I am generating at runtime. I'm generating those meshes from voxel data so I think it should be possible and not too expensive to do at runtime. My question is how exactly can it be done? Should I create a separate question? This one was obviously abandoned by JronFrt. | |
Jan 22, 2021 at 2:28 | comment | added | DMGregory♦ | A voxel plugin is likely generating its distance field from the voxel representation (relatively easy/cheap), not from a mesh (difficult/expensive). You can leverage something similar: the operations you use to build up your procedural buildings might have associated structural information you can use to compute a distance field faster than treating the end result as a raw mesh/polygon soup. Try editing your question to walk us through the tools the player uses to create buildings, and we might be able to help you find those opportunities. | |
Jan 21, 2021 at 23:42 | review | First posts | |||
Jan 24, 2021 at 3:41 | |||||
Jan 21, 2021 at 23:38 | history | asked | JronFrt | CC BY-SA 4.0 |