Godot 4 Terrain Building (with Blender!)

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  • Опубликовано: 21 дек 2024

Комментарии •

  • @kamazs
    @kamazs 11 месяцев назад +2

    Good video. I liked the format, narration and presentation.

  • @Daniel-ih6uk
    @Daniel-ih6uk 9 месяцев назад +2

    Thank you for the lesson, super useful!

  • @Rocky1138
    @Rocky1138 6 месяцев назад

    Honestly this is one of the best tutorials out there. Yes to the next level (3+ layers), maybe even instead just do "how to support n layers".

    • @michaeljburt
      @michaeljburt  6 месяцев назад

      Sure! I will add this idea to the back log. The simple answer is that additional splat maps will need to be used when you go beyond 4 textures (beyond the R, G, B and A channels). You just sample them using the same UVs and then mix them with your textures as normal.

  • @lonegamedevlongjourneyman
    @lonegamedevlongjourneyman Год назад +1

    pretty cool trick for making terrain Great video man

  • @vizdotlife
    @vizdotlife Год назад +2

    Keep it up! I've been curious how to use blender terrains for Godot

  • @miusoft
    @miusoft 8 месяцев назад +1

    Awesome tutorial 😍
    Please make the second part with 3 or more textures.
    super useful 💖

    • @michaeljburt
      @michaeljburt  8 месяцев назад

      You can get up to 4 using RGBA channels. If you need more, just need to add more textures

  • @firezacerick
    @firezacerick 10 месяцев назад +1

    That's amazing! I loved your method. I was really considering using the addons but the way you found to it made much more sense for a better control of the details in the scenary. Do you have any idea about the LOD part? I am quite worry if this method can be a bit heavy when using multiple terrain tiles.

    • @michaeljburt
      @michaeljburt  10 месяцев назад +2

      Godot does automatic LOD when importing meshes, which in my experience works very well on terrain-type meshes. The only other consideration you might have is if you are using multimeshes you would need to fade the instance count as the camera gets further away from the area.

    • @firezacerick
      @firezacerick 10 месяцев назад +1

      @@michaeljburt I think the point that I was considering was this second case, because I was think if it would be problematic to see the joins between other "terrains" if they are using the natural LOD of the engine.

    • @michaeljburt
      @michaeljburt  10 месяцев назад +1

      @@firezacerick that's absolutely a valid point. Right now I'm making a small game that's just one tile so it's a fair criticism. Terrain3D will be a much more scalable solution (although it's much heavier)

  • @CROXoDyLE
    @CROXoDyLE Месяц назад

    What about making a larger map. Maybe 1000 meters. Would you recommend doing the same thing or a terrain plugin that deals with LOD? I just don’t really know how I would deal with LOD

    • @michaeljburt
      @michaeljburt  Месяц назад +1

      You definitely need a terrain plugin for larger terrains. At a certain point, just loading all the geometry statically will not work

  • @alighieribosch
    @alighieribosch 4 месяца назад +1

    Great video!
    Anyway, I have a problem. Whenever I do texture painting, what I paint is regularly repeated on the object. So when I paint one circle with a brush, fifty more appear on the terrain. Can you think of what it could be?

    • @alighieribosch
      @alighieribosch 4 месяца назад

      I think I fixed it by using the "value" modifier in shading instead of scaling the UV in the UV Editing tab. Guess this should be the norm instead of my ghetto solution?

    • @michaeljburt
      @michaeljburt  3 месяца назад

      Sounds like a UV mapping issue

  • @karole5646
    @karole5646 11 месяцев назад

    I use unity but this actually interesting, thank you

  • @jonhuntley6644
    @jonhuntley6644 6 месяцев назад

    Awesome video

  • @moravianlion3108
    @moravianlion3108 11 месяцев назад

    Interesting, thanks!
    What are constraints for shaders in Godot? I am asking as, for example, I working on a procedural terrain generation for RAGE (GTA V) and I wonder if it is easily transferable into Godot, as it uses vertex coloring instead of blend maps/textures.

    • @michaeljburt
      @michaeljburt  11 месяцев назад

      Not too difficult to access the vertex color in the fragment shader if you need to mix different textures using that. I have a video series on vertex painting actually, you might wanna take a look at that if it helps

  • @ithillron4073
    @ithillron4073 11 месяцев назад

    when I use Trimesh static body, I cant move from my position. rest of the collision doesn't work, my player falls through it

    • @michaeljburt
      @michaeljburt  11 месяцев назад

      Your player needs to have a CharacterBody3D and as long as it uses the same collision layer it should work

  • @hongtuqi9182
    @hongtuqi9182 11 месяцев назад

    Can trees, flowers, and plants also be divided in this way?

    • @michaeljburt
      @michaeljburt  11 месяцев назад

      Those would need to be done with a multimesh of some sort. I have a video on it if you're interested in vertex painting/multimesh in Godot