M Terrain Shader introduction

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  • Опубликовано: 2 ноя 2024

Комментарии • 12

  • @maxrandelle5774
    @maxrandelle5774 Год назад +1

    Does MTerrain support holes? For caves and underground structures.

    • @smorty3573
      @smorty3573 Год назад +2

      Nope. No holes yet. Punching holes into the collision shape is very hard to do.

  • @zikcman
    @zikcman Год назад +1

    Bravo 😯Impressive as always

  • @NoctorOnwood
    @NoctorOnwood Год назад +1

    I am learning GDExtension now, and hope to use your MTerrain soon!

    • @mohsenzare2511
      @mohsenzare2511  Год назад

      That's really good, Hope you success with learning GDExtension

  • @marekkozumplik2467
    @marekkozumplik2467 Год назад

    Can I paint on top of the shader like for roads? Amazing plugin btw

    • @mohsenzare2511
      @mohsenzare2511  Год назад

      I will add Texture painting, everything is ready I just should put them together
      And when I add that you can paint Road and so on

  • @n41sd
    @n41sd Год назад +1

    I agree with the issue of painting the entire terrain is unfeasible. But I think something similar about grass, for example, wouldn't you be able to configure it so that the grass only appears in a specific texture/splat? including your transitions. I think this would be very practical, I did it once in the zylann plugin, but how I did it was only practical in small terrains. Through the transition between the splatsmaps, I defined the size and amount of the grass to be more organic

    • @mohsenzare2511
      @mohsenzare2511  Год назад

      I think the same thing about grass, If you work with terrain generation software some of them give you some type of splatmap for grass position, base on the terrain and base on where water is more and terrain has a good soil for grass (And that look really more natural than grass painting)
      Even now with this plugin you have a function in grass class which is set_grass(x,y) , So we can change the grass, and we have this functionality (Even in GDscript)
      I will try to make a good API for terrain and a good documentation so everyone add something to it, And if I find a free time I can add some feature to it

  • @smorty3573
    @smorty3573 Год назад +1

    I remember there being a terrain shader up on the Godot asset library, so people who don't know how to write shaders can just use that one.
    I looked at the last video you uploaded a bit closer and saw that your shader changes the texture density when you are close to the ground then when you are far from it. That's a really clever way to make texture tiling not as obvious as it would normally be.
    Btw, Im currently installing vulkan on the laptop so that I can run MTerrainn on it. The decal fro example doesn't show up on compatibility rendering mode and it crashes when I try to start painting the terrain. I'll be back once I fixed that.

    • @mohsenzare2511
      @mohsenzare2511  Год назад

      Yeah That is a technique which use the camera distance to break the tiling, As I said in video there are various method
      I hope you can fix that