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voxels

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The-Steel-Talon
The-Steel-Talon commented Dec 6, 2019

Hi,
First of all awesome.
Awesome piece of software you have built.
Now I can't understand all the tools that are provided by the sidebar.
Maybe they are self explanatory but I don't understand all of them.
I also can't find documentation.
Help please :)

Edit:
Another thing I wanted to add is that I am not an artist and this is the first time I am using Voxel.
I mean I did not know this

danrbailey
danrbailey commented Jan 23, 2020

SOP_OpenVDB_Scatter overrides the syncNodeVersion() with a check for the version of VDB the SOP was placed in:

https://github.com/AcademySoftwareFoundation/openvdb/blob/master/openvdb_houdini/SOP_OpenVDB_Scatter.cc#L256

We'd like to move the portion that does the version comparison up into SOP_NodeVDB, something like:

`int SOP_NodeVDB::compareVersionString(const char* oldVersion, const ch

DavidOldAccount
DavidOldAccount commented Feb 1, 2017

Dear developer:
Can you please create a wiki which encompasses UE4VoxelTerrain and its plugins, or at least create an outline about what each file implements? For instance, write about which part or file is responsible for terrain generation and how did u manage to apply the noise system.
This would greatly help people who are yet not very experienced about terrain generation.
Thanks a lot :)

jeffparsons
jeffparsons commented Aug 3, 2018

At the moment I have a single global nphysics world:

/// `World`-global resource for nphysics `World`.
pub struct WorldResource {
    pub world: World<Real>,
}

But all coordinates given to nphysics are globe-local, because (as far as I know?) nphysics doesn't use any kind of hierarchical coordinate system. (Trying to use some kind of universal coordinates in a solar system w

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