Comments (9)
Yeah exists two possible solutions, you can see in this stackexchange:
- The first solution of the post uses procedural generated textures, this change the texture of the terrain depending if it's undeground or superficial terrain. A video of Sebastian Lague with this implementation.
- The second solution of the post is the use a marching cube table for generating the texture. That's the idea for this project, however this post not talk about the interpolation (voxes that are smaller) that is another problem of the UV scales.
The current project texturization have problems with the UV directions and the UV scales (with interpolations active).
I try implementing the marching cube tables for the UV or fix the interpolation bug, but I fail. I must spend more hours trying a fix, but I little busy right now.
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I am working on that. Let's see if i can achieve something this week.
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Look to the new version, I improve the UV calculations removing the first image UV bug. Also create a little debug helper, you can active on runtime with F4 key.
A image of both improvements (no interpolation terrain, bool inside MeshBuilderManager):
The brick texture still with a bad orientations and the interpolations have some UV problems (affected also by the illumination shader) :
However the visual results have improve a lot.
from marching-cubes-on-unity-3d.
Thanks a lot! you literally saved me, thanks for the update and awesome project
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It's already a known error. The texturization system have problems with the UV scales and the correct texture face orientation (also other UV problem). The problem is inside the BuildChunkJob.cs, line 75-95, where the UV calculation take place in the code. Now is a trivial method, it must use the marching cubes tables (static variables inside the bottom on the same script) .
from marching-cubes-on-unity-3d.
Okay, thank you.
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Are there any fix for this bug?
from marching-cubes-on-unity-3d.
Hi again, are there any updates? I tried implementing my self but no success..
from marching-cubes-on-unity-3d.
I am working on that. Let's see if i can achieve something this week.
Hi, did you succeed? I really need this update :')
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Related Issues (15)
- Is there any option to do voxels smoother? HOT 1
- Is it possible to use this system generation with Mirror multiplayer system? HOT 26
- Sphere world generation HOT 2
- support liquid cube or water? HOT 1
- How to prevent interpolation? HOT 4
- Is the overhang right above slopes expected? HOT 5
- Too much vertices? HOT 1
- Alternative Biome Selection HOT 1
- Get Byte data from a vertex (placement objects) HOT 4
- Getting deeper HOT 3
- Changing VOXEL_SIDE Error HOT 2
- How to apply texture to the whole chunk? HOT 2
- Questions HOT 1
- Chunks are saved even when SAVE_GENERATED_CHUNKS is false. HOT 1
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