Outputs Voxeland terrain. Requires Voxeland to be installed. This generator replaces the standard both Height and Texture outputs.
Voxeland Output works only when MapMagic is is used as a Voxeland's generator. In order to use it you have to create Voxeland terrain, switch Generate Type to MapMagic, and create a new graph.
Voxeland Output block types are stacked using the layers mode. Each layer could be selected by clicking on it. Below the layers you can see layer control buttons:
Add: will add new layer atop of the selected one.
Remove: removes currently selected layer.
Up: will change the layers order by moving the selected layer up.
Down: will change the layers order by moving the selected layer down.
Unlike the usual 2D terrains, Voxeland is a true 3D terrain that consists of blocks. Voxeland data stores the information about all of the blocks, not only the top once. For example, if you dig the grass that should have a bedrock cliff underneath, you will find that the cliff blocks are still here. This way Voxeland terrain could be just "painted" with some texture, instead all of the blocks in a volume should be set. Voxeland Output offers a way to do that using layers.
Each layer could be applied using one of these blending types:
Add: adds the layer above already existing terrain. Just like a dump track unloading gravel.
First layer (cliff) applied with the "Add" mode.
Second layer (grass) applied with the "Add" mode.
Same layers applied in a reverse sequence.
Absolute: simply sets the layer using the height map provided. The way the layer set depends only on a height values, and does not depend on the current terrain height. So it can replace already existing layers or even hover above the terrain.
If the height is not provided the layer will be applied at the zero level
Providing a height will make it intersect the terrain, crossing all of the existing layers, including the "air" one.
By switching the layer type to "Empty" you can cut the terrain with the layer, making caves in it.
Clamp/Append: applies the layer at the zero level, comparing two heightmaps:
If the layer height is lower than the terrain height, it clamps the terrain to the level height.
If the layer height is higher that the terrain height, it adds layer type blocks to the terrain until it reach the layer height.
This way the final terrain height should be equal to the layer height.
Paint: "paints" with the blocks on the terrain. The depth of the paint effect is determined by the "Paint Depth" value multiplied by layer value. When the layer value is 0 no paint effect is applied, when the layer value is 1 paint effect is equal to Paint Depth value.
You can stack several layers with the same block type.
Note that the existing MapMagic maps could hardly be converted to Voxeland terrain. Textures Output cannot be just replaced with Voxeland Output node. Voxeland Output uses absolutely different (and more complex) algorithm, it does not just blends layers in a Photoshop manner, but it creates layers in 3D space. This requires not only the significant graph changes, but changing the whole approach to the graph creation. That's why I'm not converting Island or Demo scenes to be used with Voxeland - they will require the whole graph created from scratch, and it will not have much in common with the original one.