Hi guys
I'm trying to create a voxel art level for a game in unreal, but I would like some input on best practice if you guys don't mind.
The look I'm going for is something along these lines
https://minecraftbuildinginc.com/haven-voxelsniper-terrain/ [minecraftbuildinginc.com]
My approach is to create the landscape as if I'm doing a normal cg landscape.
Then I convert this to a vdb.
Then points from volume
Then copy/pack a box to each point with the right scale.
In Houdini this gives me the right look, but it is slow as hell.
How would you guys suggest I tackle this?
I'm fairly new to unreal, so I'm not sure what best practice would be for this.
I was thinking that instancing in unreal should be the way to go, but so far my tests has been rather slow.
I also have no idea how i would set up distance culling if I generate the mesh with Houdini engine as an instance.
Any pointers would be greatly appreciated
Thanks
Gerbrand