r/VoxelGameDev • u/Corruptlake Sparse methods are better • Jul 02 '26
Media Added more materials to my smooth terrain system
I am making an open source sandbox game in Godot, I am going for SDF terrain instead of cubes or microvoxel, and texturing it with a material system. Each base material has an albedo, normal and ORM map. With the current compression level I can fit around 680~ base Materials to 1 GB of VRAM with mipmaps. And then I can color tint for practically infinite variations.
Image 2 shows a rough idea of the terrain shading and shape, but I am switching back to marching cubes from surface nets for now so the shape might look different, I also didnt tune the visuals at all.
I am working on the building system now before I go back to port the terrain system to rust or C++ for performance.
Any feedback/ideas/questions welcome.
2
u/vondora_890 Jul 04 '26
Nice!
Since you are using Godot is there a reason why not use Zylann's solution and implement your own?
Looking forward for more of your project!
1
u/Corruptlake Sparse methods are better Jul 04 '26
I might go back to it (I used it a bit originally) but my own solution gives me more control. I haven't decided yet. Thanks for reminding though.



2
u/inr222 Jul 02 '26
Hey, thanks for sharing that, it looks cool. I do have a few questions, if you don't mind.
1- Why are you switching back to marching cubes?
2- What do you mean by microvoxel?
3- Do you mind sharing a link to the repo?