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.
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.
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.
@@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.
@@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)
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
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?
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?
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.
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
Good video. I liked the format, narration and presentation.
Thank you for the lesson, super useful!
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".
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.
pretty cool trick for making terrain Great video man
Glad you liked it!
Keep it up! I've been curious how to use blender terrains for Godot
Awesome tutorial 😍
Please make the second part with 3 or more textures.
super useful 💖
You can get up to 4 using RGBA channels. If you need more, just need to add more textures
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.
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.
@@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.
@@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)
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
You definitely need a terrain plugin for larger terrains. At a certain point, just loading all the geometry statically will not work
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?
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?
Sounds like a UV mapping issue
I use unity but this actually interesting, thank you
Awesome video
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.
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
when I use Trimesh static body, I cant move from my position. rest of the collision doesn't work, my player falls through it
Your player needs to have a CharacterBody3D and as long as it uses the same collision layer it should work
Can trees, flowers, and plants also be divided in this way?
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