Godot Foliage Tutorial - In-Depth Look (Part 2 of Spatial Gardener Tutorial)

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  • Опубликовано: 21 окт 2024

Комментарии • 29

  • @Rikikiz
    @Rikikiz 6 месяцев назад

    Excellent plugin! I will display it in my videos to give you more users !

  • @unfa00
    @unfa00 7 месяцев назад +1

    This is very cool! Thank you for making such an amazing tool free for everyone to use :)
    I'm thinking about placing rocks and stuff, so not necessarily plants, but it seems perfect nonetheless :)

  • @maymayman0
    @maymayman0 2 года назад +1

    you are a kind soul, bless u

  • @jfirestorm44
    @jfirestorm44 2 года назад

    This is amazing and thank you for the hard work put into creating this.

  • @wolfboos
    @wolfboos 2 года назад

    Looks very neatly well made :D
    Everything seems clear enough as well!

  • @EeVeE3D
    @EeVeE3D 2 года назад

    amazing...this will be a great addition to Godot 4.

    • @deerdev6511
      @deerdev6511 2 года назад

      oh I thought it only works for godot 3 but was confused, thank you, this is good to know

    • @EeVeE3D
      @EeVeE3D 2 года назад

      @@deerdev6511 I mean ..in future..:)..

  • @neowint1475
    @neowint1475 2 года назад +1

    This looks lovely, very close to what unreal offers!
    Does is support some kind of culling when foliage is not viewed by the camera?
    Also a good feature that would be helpful that i didn't see in the videos is material overwrite. I can add the same mesh to the gardener but with a different material so i don't have to duplicate my mesh in the assets just to have the same mesh with different material, would be really useful for let's say different biomes!
    Amazing work! will definitely use this!

    • @dreadpon
      @dreadpon  2 года назад +1

      > some kind of culling
      I'm pretty sure culling is dictated by the Godot's multimesh: it's all or nothing. Buuut, I have dozens of multimeshes per plant, so whenever a multimesh/octree node is off screen it should be culled.
      > material overwrite
      Hmmm, this can be part of a bigger improvement to integrate the painting UI with the native inspector. That way such things will be trivial (Make mesh unique and then override material)

    • @neowint1475
      @neowint1475 2 года назад

      @@dreadpon aah, i thought there was a multimesh per type of foliage, so yeah that way it should cull, nice!!
      for the material overwrite, yeah, make unique to add a different material would actually be very helpful! would love to see it if it happens!

  • @Polygarden
    @Polygarden 2 года назад

    Very well made plugin!

  • @KyleLuce
    @KyleLuce 2 года назад

    Looks great!
    I'm curious why not build on one of the various Scatter Plugins that exist (prob they are not actively maintained?). Second, did you consider MultiMesh in any of your design ? I know this was a point for draw call reductions, in other Scatter plugins. Caveat being harder to cull, many MultiMeshes to work around this etc.

    • @dreadpon
      @dreadpon  2 года назад +2

      This plugin *does* use multiple MultiMeshes

  • @GeneralIdiot8
    @GeneralIdiot8 4 месяца назад

    How would I add a function that allows the player to have collision against certain objects?

  • @dimekarl4142
    @dimekarl4142 9 месяцев назад

    The plugin only supports, .mesh right? the new demo only has .tres files.

  • @kaliss6110
    @kaliss6110 Год назад +1

    yo, how do i get the .mesh files? coz i can't export my models in this extension from blender

    • @dreadpon
      @dreadpon  11 месяцев назад

      When Importing from Blender, you need to save meshes to individual files (this can be enabled via Godot's import settings)

    • @foxidgamedev
      @foxidgamedev 10 месяцев назад

      ​@@dreadpon Thank you for your awesome work!
      The annoying part is that I have multiple objects inside one blend file. And I couldn't find a way to auto enable "Save To File" inside advanced import settings. This is tedious to enable for every mesh. And I also could not find a way inside the import tab or the import settings under project settings. Do you know how I would go about this?
      Usually I stick to one .blend file because parts of the meshes are used for gridmaps which is very nice for mesh libraries.
      Maybe you could extend your plugin supporting mesh libraries but I guess that gets in the way with using LODs right?

  • @Flavelius
    @Flavelius 2 года назад

    0:30 Does this mean it supports moving the gardener at runtime (for flying ships with plants for example) or will it break the octree? If it doesn't support that, maybe it would help making the gardener a 'Node' instead of a Spatial, this way the editor handle also wouldn't interfere with painting.
    In Unity i used the vegetation studio addon with similar functionality. There i noticed a problem; when painting on a surface that i later changed/removed/lowered i had floating plants that i couldn't easily remove as the brush was constrained to the ground. Does this addon have ways to deal with this?

    • @dreadpon
      @dreadpon  2 года назад +1

      > supports moving the gardener at runtime
      I think it should support that, yeah.
      > changed/removed/lowered i had floating plants
      I do not address that either, I suppose that's something that should be present.
      I would cool if you could file a feature request on GitHub:
      github.com/dreadpon/godot_spatial_gardener/blob/master/reference/CONTRIBUTION.md

  • @sanyi9667
    @sanyi9667 2 года назад

    man this addon is so beautifully made - truly wonderful work. However it tanks my GPU - which is not good as I have an RTX3070. Something is not optimized enough - could it be gdscript? I remember something similar happened to proton's scatter addon. I hope you are not disappointed; This tool would be a great addition to godot 4, even core branch.

    • @dreadpon
      @dreadpon  2 года назад

      Can you please specify the conditions to tank your GPU? How many instances? How many triangles? What kind of LOD setup? How much FPS do you consider to be "tanking"?

    • @sanyi9667
      @sanyi9667 2 года назад

      @@dreadpon the FPS are not the problem here, I play games just like you do and I rarely get above 60% GPU usage - your Godot 3 project showcase gets almost 100% and the test scene with ~80 trees gets 50%; I have open world scenes in UE4 with hundreds of foliage instances that get 50%. I believe Gdscript is just slow but I might be wrong.

    • @dreadpon
      @dreadpon  2 года назад

      @@sanyi9667 Seems to be what Godot does by default. I opened a playground.tscn without any trees at all and moved the camera around.
      It's the same 40-50% GPU load.

    • @sanyi9667
      @sanyi9667 2 года назад

      @@dreadpon sadly it might be by default. And this wouldn't even be a problem if all people would have a rtx3070 laying around. What if you would make the same scene in another engine? Godot 4 or UE4. I bet the same scene would get 10-20% instead of 40-50. I tried this myself.

    • @michaelflaherty4310
      @michaelflaherty4310 2 года назад +1

      @@sanyi9667 Seems to be a consequence of Vsync being off by default. I tested it with my 1050ti just now, and it pegged at 100%. When I enabled Vsync, the GPU usage dropped below 50%.

  • @jailynsusana7358
    @jailynsusana7358 2 года назад

    🤘 𝔭𝔯𝔬𝔪𝔬𝔰𝔪