M Terrain Shader base concept - part 01

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  • Опубликовано: 2 ноя 2024

Комментарии • 23

  • @nickpolet
    @nickpolet Год назад +6

    Yesssss, a new update. This is quickly becoming one of my favourite extensions. Really powerful once you understand it.

  • @ianclayton
    @ianclayton 5 месяцев назад

    Brilliant, just got this working by selecting Forward+ rendering mode. It crashed for me on Compatibility mode which I had had set for previous projects. This has great potential.

  • @madness2048
    @madness2048 Год назад +3

    ultra cool!!!

  • @vvvorlds
    @vvvorlds Год назад +2

    Glad to hear from you again!
    Having something like restricted but changing 8bit color pallet (in the old days people did a lot of things with color pallets) for each junk seems to be a good idea, also that you will probably share same materials on the borders.
    Of cause there will be problems on the waste flat landscapes, but then, this is the limitation you have to work around.
    I like your work and I would like to help you to designing the best possible UI/UX editor in the future.
    Keep it up!

    • @mohsenzare2511
      @mohsenzare2511  Год назад

      Thanks you, I was busy in last weeks, But slowly slowly I am coming back, Thank you for you heartwarming comment and support, You can join discord channel if you have any suggestion for us

    • @nickpolet
      @nickpolet Год назад +2

      @@mohsenzare2511 Can you link the discord server please? Might be good to have in the video description going forward.

    • @mohsenzare2511
      @mohsenzare2511  Год назад +1

      You are right, I update the video description, And hopefully for future videos I will put the discord link

  • @Chevifier
    @Chevifier Год назад +4

    Ive seen somewhere to prevent the tiling you basically give each tile(repeated texture) a random rotation and fade the corners. Not sure how to implement it in Godot. iirc it was in Blender. But its all shader math.🤔 Great update by the way. Gonna try and let you know.

    • @mohsenzare2511
      @mohsenzare2511  Год назад +1

      Yeah Chevifier, Rotation is one way to correct tiling issue but there many other ways also, I hope I can make tutorial about them in future

  • @arthigo
    @arthigo 11 месяцев назад +1

    If you wanted to make islands or continents, would it be better to use multiple instances of terrain, or one big terrain submersed in water?

    • @mohsenzare2511
      @mohsenzare2511  11 месяцев назад +1

      I believe if your Island are far away you can create multiple terrain and deactivate the terrain update for Island far away, This way you lift a little pressure on CPU and GPU for updating the terrain far away, But if they are close together even one terrain is OK, But the best way to understand which one works for you is to create and test each way around

  • @saul8510
    @saul8510 Год назад +1

    got it working , but had to replace the sampler 2d array with a uniform sampler 2d,. Also it would be good to enable terrain plugin automatically when you initialize it, or at least make it not appear until you enable the plugin.

    • @mohsenzare2511
      @mohsenzare2511  Год назад +1

      Yeah I know what you mean Saul, I will do that as this terrain is much more feature complete for some techniqual reason

  • @DodgerEcho
    @DodgerEcho Год назад

    Hello. I do everything according to your video, in version Godot 4.1.1, but when I import, first of all, your file "hf.r16" is divided into 256 files starting from "heightmap_x0_y0.res" ending with "heightmap_x15_y15" and not like you into 4 parts, also in the plugin I specify the path "res://data/" and I install your shader as a material, but when I click the "Create Grid" checkmark, the relief is not displayed like yours, only a plane. What could be the problem, in which version of the program can the plugin be used? And if you set min height -100 and max height 100 when importing the relief, then all the relief maps become black, and not black and red like yours, so I leave 0 and 1, then the relief maps are visible, but they all do not affect the terrain exactly. I have uploaded an example of exactly what I am doing so that it can be clearly seen here ruclips.net/video/qxG37z4yAqE/видео.html

    • @mohsenzare2511
      @mohsenzare2511  Год назад +1

      Your original height map resolution should be around 8192, So if you want 4 region just set each region size to 4097, But I think regions size 1025 or 2049 work better (And this is the regions size) in grid unit these sizes will be 128, 32, 64 (if your base size is 32 meter and your horizontal scale is 1 meter)
      To understand these concept read the wiki page
      Also in your video you should set the correct terrain size, which is in this case 256X256 (this is in grid unit), Which you forget to set
      Another thing set the min and max height

    • @DodgerEcho
      @DodgerEcho Год назад

      ​@@mohsenzare2511I just have a feeling that the plugin does not pick up my elevation map from the data folder at all. Maybe I'm wrong, but it seemed to me that even if you leave the default parameters in the plugin, some part of the tile is still shown exactly and therefore minimal changes should be visible on it, or does it not work that way?

    • @mohsenzare2511
      @mohsenzare2511  Год назад +1

      @@DodgerEcho if the data folder is empty the plugin automatically create a empty heightmap image for you and if you save that it will be saved inside data directory
      But I tested a lot this and I see never an error from this, Are you sure that your heightmap image is ok?
      Test that, And by the way you can also send us message in discord channel

    • @DodgerEcho
      @DodgerEcho Год назад

      @@mohsenzare2511 finally I managed to display my map!!! It's really huge if you compare it with a basic person in relation to him, and all this takes up quite a bit of RAM, I have only 1.7gb and 1gb of VRAM, unlike UE5, these are really excellent indicators and do not need any HLOD for the landscape!!! I'm really impressed with your plugin! The RegionSize setting strongly depends here, because if you deviate in this parameter, nothing is displayed at all. I haven't fully understood why yet, but I will definitely figure it out, since I now have at least a little understanding and a starting point. It is still unclear why when you draw it, it is saved on the height map immediately and can be seen in the explorer on their preview, but for me only when you click in the drawing tool, you need to click Add and then Merge. Here is the video ruclips.net/video/DTiqtyCf1ms/видео.html Thank you!!!

    • @DodgerEcho
      @DodgerEcho Год назад

      @@mohsenzare2511 and how to apply the normals that are created in the data folder with the extension normals_x0_y 0.rus and so on, they seem to be created, but it is not visible that they are applied to the landscape?