Looking forward to seeing your work in Godot 4.0! To keep tiling when decimating, for collapse use a vertex group to select the verts you want to keep. For planar, check-box "All Boundaries". I'm late, but hope this is still helpful :)
This scene is really great, especially for 3.3.2! I would say turn off the SSAO, you can get ambient occlusion with your lightmaps and double your FPS. I turned off Vsync and played around with some of the scene's elements to improve performance, it's mainly the SSAO and Dust Motes, so I think the SSAO is affected by the Dust Motes.
to make the base floor models tile, take a 4 x 4 m start, and copy another, with 4 m movement, then use snap to snap vertices, on one edge, to make complex floor tiles well tile . . . :OO :OO . . also note, you can make a bump map, from normal map, and sort of do ' tiling ' texture paint . . bump are grey-scale but, one can also paint normal maps, for a single brick, on a mesh, to sort of make a 'texture' painter, with tiling, in Blender . . . .
i was a lil surprised that it was a billboard all along. ive been lowkey tainted by working exclusively in blender for a while hat i expect volumetrics instead... Excellent work though!! I really love these Godot videos.
Fantastic! I must say, though, the thing that caught my eye and felt "off" was the perfect half-circles of moonlight on the floor, with sharp edges. I'm not sure what sort of effect would be needed to fake soft edges, but I think it could take the scene to the next level. I love what you did with billboards faking volumetrics! Looks incredible
Nice trick with the billboards, scene is looking great, reminds of the Stark crypt on Game of Thrones, the church also is similar. Some suggestions: animate the torches intensity to create a "flickering" feel, might improve the ambiance. Place some point lights without shadows at the spot the moonlight hits the floor, to fake some bounce lighting. Also, it all looks a bit clean as if there are people living there, if so, maybe it could use some storytelling with assets, like some chairs, bench, tables, flags (moving even), some nice reference for that is the game "A Plague's Tale". If it was supposed to be old, maybe some overgrowth vegetation would help it too. It would have the nice side effect of creating some vegetation (it's hard btw) Great work, keep on posting it!
Fantastic work! Your breakdown was very inspiring, even if you've found your idea was flawed. I'd love to see you taking a crack at Godot 4 since it's finally had a stable release. There's still many issues, but a lot of the rendering features would be great to use here. BTW: what do you think about using parallax occlusion mapping to make brick walls with a tiling texture rather than a custom-made model?
Thanks Unfa :). POM was something I was seriously considering, but I didn't really see how it would look good on corners. I've recently seen examples where people use a corner cap model of bricks to make it look better and let POM take care of the rest of the surface, so I might want to try that.
I'd sort of like to see what it would look like in 4 as well, but I don't really want to waste a bunch of energy updating this. I'd rather just make a new scene in 4 at some point.
11:02 for the omni light I would add some form of noise to its local y position so it bumps around a bit giving the shadow on the wall motion(unless those are baked shadows)
I have acutally done exactly that :). But it might be a bit subtle. You'll only see it when the demo is actually running, so at the start and end of the video, since it's a little script that only runs at runtime that moves them about a bit.
I'm not a fan of using 3d modelling software for level-design. Tools like blender just don't feel like they're made for it, compared to traditional bsp-style editors. I like the idea of modular level-design, though. Seems like that wouldn't be too hard to do with a modelling program.
have a request . . in Blender, for texture paint, always wanted some simple ' paint ' tools, like maybe a ' pencil ' and, a simple ' oil paint brush ' . . painting miniatures, one tends to use those . . do you remember in MS Paint . .
Hiya, Tried it now. It runs around 100-150fps at 1080p. I have not really done any optimization on it, so there is probably a lot of low hanging stuff you could improve. My machine is an Intel I7 5820k with an 980Ti and 16GB ram. The scene is available for free, so you can just download it and test the performance if you want.
Not having tessellation in Godot is what I missed the most... But you've done a really good demonstration, what's possible with Godot in 3D. How would you rate the performance if you scale up the level to something game useable; lets say about a few hundret meters in square?
Thanks :). I'd have to do some tests but I actually think it would be ok on performance with this level of detail if I got it set up with the new portal occlusion culling in Godot 3.4.
Hi, no there is no realtime raytracing support in Godot yet. The lighting however is baked, which does use raytracing to calculate good lighting, but it is static. The performance is pretty good in the scene, but it's not a very big scene and I didn't do a lot of work to ensure good performance, since it is just a test.
Nice. The little dust particles look really cool. It was interesting to see your process to do this scene.
Brilliant work! It's inspirational to see this kind of skill being applied to Godot, thank you for sharing, Kasper.
You are quite modest, but really your artistic design look stunning in my book!
The secret is to use megascans textures + photogrammetry meshes - They will add that realistic fine detail that is so hard to manually create.
Don't use it, you might get in legal issues with quixel, only unreal engine can use it free.
Looking forward to seeing your work in Godot 4.0! To keep tiling when decimating, for collapse use a vertex group to select the verts you want to keep. For planar, check-box "All Boundaries". I'm late, but hope this is still helpful :)
WOW. Great Job!!!! Love how you explain and show how you do everything in a real workflow!
This scene is really great, especially for 3.3.2!
I would say turn off the SSAO, you can get ambient occlusion with your lightmaps and double your FPS.
I turned off Vsync and played around with some of the scene's elements to improve performance, it's mainly the SSAO and Dust Motes, so I think the SSAO is affected by the Dust Motes.
It will be more beautiful in Godot 4! I'm really looking forward to it.
to make the base floor models tile, take a 4 x 4 m start, and copy another, with 4 m movement, then use snap to snap vertices, on one edge, to make complex floor tiles well tile . . . :OO :OO . .
also note, you can make a bump map, from normal map, and sort of do ' tiling ' texture paint . . bump are grey-scale but, one can also paint normal maps, for a single brick, on a mesh, to sort of make a 'texture' painter, with tiling, in Blender . . . .
woohoo!
i saw those pseudo godrays on reddit, and now there is a video
Thanks for this, would be really helpful.
Please make more of these videos, they help me out a lot :)
feeling Giddy looking at the nodes.
Looks beautiful! Godot 4's occlusion culling should also help performance with that modular level design!
Yeah even the portal culling that's in 3.4 now would work great with these kind of levels.
Thank you for your detailed explanations. Awesome job !
Bravo! This looks like a "Triple-A" game level. Looking forward to learning more about archviz and level design using Blender and Godot.
Looks really nice, thank you for the detail break down 👏
i was a lil surprised that it was a billboard all along. ive been lowkey tainted by working exclusively in blender for a while hat i expect volumetrics instead...
Excellent work though!! I really love these Godot videos.
wow so beautiful
Fantastic! I must say, though, the thing that caught my eye and felt "off" was the perfect half-circles of moonlight on the floor, with sharp edges. I'm not sure what sort of effect would be needed to fake soft edges, but I think it could take the scene to the next level. I love what you did with billboards faking volumetrics! Looks incredible
Nice trick with the billboards, scene is looking great, reminds of the Stark crypt on Game of Thrones, the church also is similar.
Some suggestions: animate the torches intensity to create a "flickering" feel, might improve the ambiance. Place some point lights without shadows at the spot the moonlight hits the floor, to fake some bounce lighting. Also, it all looks a bit clean as if there are people living there, if so, maybe it could use some storytelling with assets, like some chairs, bench, tables, flags (moving even), some nice reference for that is the game "A Plague's Tale". If it was supposed to be old, maybe some overgrowth vegetation would help it too. It would have the nice side effect of creating some vegetation (it's hard btw)
Great work, keep on posting it!
Fantastic work! Your breakdown was very inspiring, even if you've found your idea was flawed. I'd love to see you taking a crack at Godot 4 since it's finally had a stable release. There's still many issues, but a lot of the rendering features would be great to use here.
BTW: what do you think about using parallax occlusion mapping to make brick walls with a tiling texture rather than a custom-made model?
Thanks Unfa :). POM was something I was seriously considering, but I didn't really see how it would look good on corners. I've recently seen examples where people use a corner cap model of bricks to make it look better and let POM take care of the rest of the surface, so I might want to try that.
good work.
Looks cool, I would like to see this in the new Godot 4.0 with new global illumination enabled.
I'd sort of like to see what it would look like in 4 as well, but I don't really want to waste a bunch of energy updating this. I'd rather just make a new scene in 4 at some point.
You're an absolute legend btw
11:02 for the omni light I would add some form of noise to its local y position so it bumps around a bit giving the shadow on the wall motion(unless those are baked shadows)
I have acutally done exactly that :). But it might be a bit subtle. You'll only see it when the demo is actually running, so at the start and end of the video, since it's a little script that only runs at runtime that moves them about a bit.
@@KasperFrandsen Ohhh okay right forgot youre in the editor the majority of the time😅😅
Amazing result
Nice!
Amazing :O
And now some well textured monster there to battle?
this looks great!
Please do this again in Godot 4
I'm not a fan of using 3d modelling software for level-design. Tools like blender just don't feel like they're made for it, compared to traditional bsp-style editors. I like the idea of modular level-design, though. Seems like that wouldn't be too hard to do with a modelling program.
Truly divine for Godot 3
5:17 I can only imaging how much Godot would scream at you if you imported that as is lol
gut
have a request . . in Blender, for texture paint, always wanted some simple ' paint ' tools, like maybe a ' pencil ' and, a simple ' oil paint brush ' . . painting miniatures, one tends to use those . . do you remember in MS Paint . .
How much fps did you get after disabling vsync
System specifications also
Please
Hiya, Tried it now. It runs around 100-150fps at 1080p. I have not really done any optimization on it, so there is probably a lot of low hanging stuff you could improve.
My machine is an Intel I7 5820k with an 980Ti and 16GB ram.
The scene is available for free, so you can just download it and test the performance if you want.
Awesome. I wonder how the scene would look if you used the godrays plugin instead of billboards.
Give it a go :D Link to download the scene is in the description :) And be sure to send me a screenshot if it looks cool :D
Nice but not enough reflection prop(hdri) and reflective materials
Not having tessellation in Godot is what I missed the most...
But you've done a really good demonstration, what's possible with Godot in 3D. How would you rate the performance if you scale up the level to something game useable; lets say about a few hundret meters in square?
Thanks :). I'd have to do some tests but I actually think it would be ok on performance with this level of detail if I got it set up with the new portal occlusion culling in Godot 3.4.
@@KasperFrandsen Portals will be part of 3.4 - cool…
does that use RTX? if not how did you do it? and does it affect performance?
Hi, no there is no realtime raytracing support in Godot yet. The lighting however is baked, which does use raytracing to calculate good lighting, but it is static. The performance is pretty good in the scene, but it's not a very big scene and I didn't do a lot of work to ensure good performance, since it is just a test.
The rocks aren't reflective enough
wow
bRuh............... dats insane :(
How much better can it look in Godot 4?
Quite a bit better. But yeah I don't think I'll update any of these old scenes, but work on making new ones in 4.0 instead :).