Creating Cliffs using Voxel Objects
From CryWiki
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In this tutorial, we are going to use Voxel Objects (VO) to create an overhanging cliff.
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Prerequisites
- A map with a Hill
Setting up the Voxel Area
Let's say we already have a hill which looks like this:
To create a seamless integration between your VO and your heightmap, you need to align the VO to the hightmap's grid sectors in the X and Y position. The simplest way to do this is to activate Snap to grid before placing the VO. The size of the grid should be set to 64 meters, which is the size of a terrain sector. It is also useful to turn on the visual display of terrain sectors grid by typinge_terrain_bboxes 1
into the console. This will cause blue bounding boxes depicting the terrain sectors to appear in the perspective viewport. Now, go to the rollup bar and select Misc→VoxelObject, and place a new VO in to your level.
Initially, your VO will be empty and you will only see its empty red box helper object.
Link to Terrain
Now, we need to make the VO rather than the heightmap engine render the terrain surface. Select the VO and activate the LinkToTerrain checkbox in the VoxelObject parameters. Visually, there should be no difference apart from the blinking of your currently selected VO.
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Editing the Voxels
In the rollup bar, go to Terrain Voxel Painter, and in Brush Settings, set the type to Create.
Now, start adding overhanging geometry to the top edge of the cliff by following these steps:
- Left Mouse click will create to new geometry.
- Reducing the radius will reduce the size of the geometry created.
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Now, paint your voxel on the plane to create the cliff. Use the type BLUR to remove sharp edges.




