Voxel Play supports voxels of 1m in size for the world grid (ie. terrain generation and voxel address is based on the 1x1x1 scale). It uses many optimizations and occlusion algorithms to reduce vertex count, and this calculations assume voxels have a size of 1x1x1.
We think this base resolution is fine for most projects since using a smaller voxel size as the base resolution for the entire world would increase dramatically the memory requirements or would limit the world size.
However Voxel Play provides two main ways to use smaller voxels or custom shapes which are described:
- You can use custom voxel types of any shape for vegetation, trees, custom objects and items, etc. Anything that's thought as an individual element can be of any shape and size. Because custom voxel types use prefabs, you can use any geometry for these objects, and even you can have complex hierarchies or scripts in those prefabs. Check out the Custom Voxel Types page for more info.
- In Voxel Play 3 we introduced Microvoxels which allows you to define a custom mesh/shape for regular voxels. Check them in the documentation. Microvoxels can be up to 1/16th the default voxel size. When using microvoxels, the rendering voxel uses a different mesh, instead of the regular 1x1x1 cube mesh, but still occupies a 1x1x1 space.
If you really need smaller voxels in general for world or the terrain, an alternative is to make anything else bigger! Make your character/NPCs/items use a greater scale and adjust the camera distance appropriately. The effect, like in cinema, will be that terrain voxels look smaller.
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