Terrain3D v0.9.3a New Features - Tutorial 3

Поделиться
HTML-код
  • Опубликовано: 29 янв 2025

Комментарии •

  • @Xtalonthorne
    @Xtalonthorne 2 месяца назад +52

    You guys are really pushing Godot environments! Thank you for your hard work!

  • @eignatik
    @eignatik 2 месяца назад +24

    Gotta say, big kudos for enabling others developers with your plugins! And best of luck with the game going forward!

  • @rationalrama
    @rationalrama 2 месяца назад +9

    Been using Terrain3D for some of my personal projects and I quite like it! The few complaints/wishes I had about it seem to have been addressed in this version. Great job you guys! I'll continue to follow this project in the future.

  • @BertrandBordage
    @BertrandBordage 2 месяца назад +7

    Awesome performance, this opens so much possibilities in Godot! The amount of work you have spent just on optimization must be enormous 😲

  • @onerimeuse
    @onerimeuse 2 месяца назад +8

    Tha k you guys for deciding to incorporate your proprietary system into the broader godot ecosystem!

  • @hanslindo
    @hanslindo 2 месяца назад +3

    You and your team are the cream of the crop among Godot contributors

  • @user-rx3xl7zn1u
    @user-rx3xl7zn1u 2 месяца назад +2

    Wow! It's been a while since I checked on your development. This is awesome!

  • @choca_213
    @choca_213 2 месяца назад +2

    Started making a rather large game with some mates (our first game yet) and as the one in charge of the world building, your work has become invaluable. Thanks a lot

    • @mirzaaljic
      @mirzaaljic 2 месяца назад

      I know this is unrelated to the video, but in case you guys need an original music composer for your game, feel free to reach out!

    • @choca_213
      @choca_213 2 месяца назад

      @@mirzaaljic Thanks for the offer but we already have someone 👍

  • @VojtechLacina
    @VojtechLacina 2 месяца назад +2

    Thank You so much for this addon. Missing terrain in Godot was hard for me to manage through importing it from Blender. And I can say it's very polished to use. Looking forward for the sky system!

  • @rapidvectors
    @rapidvectors 2 месяца назад +1

    This is awesome! Terrain3D is amazing and just gets better with every update, thank you so much for your hard work. I can't wait for your Sky3D plugin too 🤩 and I will definitely download your demo for Out of the Ashes, I can't wait!!!

  • @PaulMenefee
    @PaulMenefee 2 месяца назад

    Absolutely impressive! I simply can not thank you enough for your contribution to Godot and look forward to supporting Out of the Ashes.

  • @for-the-sake-of-it
    @for-the-sake-of-it 2 месяца назад

    That alpha stamping demo was awesome, really cool work flow, cant wait to try it

  • @ThantiK
    @ThantiK 2 месяца назад

    Absolute banger of a team. You guys are amazing. This might actually put some of my ideas within reach as a singular developer - I can bring on more people later, but I can't get people to believe in a concept if I can't produce the concept. You guys are incredible.

  • @donaldwestmoreland4381
    @donaldwestmoreland4381 2 месяца назад

    You talented folks are so awesome with what you are giving to the community. Thank you so much.

  • @TrizZzle
    @TrizZzle Месяц назад

    You guys are doing an excellent job! Can't wait to see Sky3D and will try your demo.

  • @nowherebrain
    @nowherebrain Месяц назад

    asside from the asset store addition, which doesn't matter to me, but is good for a lot of beginners...
    these updates are very good from a use perspective...good stuff.

  • @friendlyfox2189
    @friendlyfox2189 Месяц назад

    finally been waiting for updates!!! You guys are amazing!!!!!!!

  • @michaeljburt
    @michaeljburt 2 месяца назад

    Big fan of the project, it's awesome to see C++ development within Godot's GDextension framework.

  • @CatzHoek
    @CatzHoek 2 месяца назад

    Wow, fasacinating
    Thanks for all your work on this, for everyone to benefit from. What a priceless contribution.

  • @PriUni-cm
    @PriUni-cm 2 месяца назад

    Love you guys making godot even better to use

  • @Ignawesome
    @Ignawesome 2 месяца назад

    Amazing piece of software. Really just adding horizon mountain ranges is enough for me to have it in every project, even if I'm just doing a tiny outdoor area.

  • @ZZKJ396
    @ZZKJ396 2 месяца назад

    Love it, great work!

  • @midgardsorm
    @midgardsorm 2 месяца назад +1

    Lets GOOO :) You guys are heros

  • @KuyaPoy-07
    @KuyaPoy-07 Месяц назад

    I am currently using your plugin for my game. Thank you very much for your work.

    • @TokisanGames
      @TokisanGames  Месяц назад

      Make sure to get it on our games list when you have media.

  • @oepoepoepoe
    @oepoepoepoe 2 месяца назад

    really amazing work, and it will only get better

  • @RoSRevivalOfficial
    @RoSRevivalOfficial 2 месяца назад

    I'm impressed I love what you guys are doing, truly a legend, thank you.

  • @mirzaaljic
    @mirzaaljic 2 месяца назад

    I am not a developer but I gladly follow any updates to this. I mod games from time to time and I love map editing as a hobby, and Terrain3D is really cool!

  • @foyezes
    @foyezes 2 месяца назад +1

    amazing work

  • @Miralupa42
    @Miralupa42 2 месяца назад

    Thanks for your work ! This kind of 3d projects were unthinkable two years ago ! A LOD feature for instanced meshes plus a brush option would roughly match the feature quality of unreal terrains.

    • @TokisanGames
      @TokisanGames  2 месяца назад

      Look at issue #43 for planned instancer features, including LODs. What is a "brush option"?

    • @Miralupa42
      @Miralupa42 2 месяца назад

      @@TokisanGames Yeah I hope the dev of those features are not hell, but the future is bright for the grass with the future refactoring of the rendering engine that will allow GPU buffer manipulation ^^.
      A brush is a personal mix of instanced meshes, like 70% grass 20% flower1, 10% flower2. I may have hallucinated if it's not in unreal terrain (it's 100% in PCG) but it's a really useful landscaping tool to avoid frantically jumping between 10 variations of grass instanced meshes and also natively avoid collision.

  • @ivanshiek
    @ivanshiek Месяц назад

    This is an awesome tool! Thank you!

  • @ayzhol9620
    @ayzhol9620 2 месяца назад

    Bloody hell. This is amazing.

  • @cultofape1000
    @cultofape1000 2 месяца назад

    Amazing progress!

  • @porkyorcy1715
    @porkyorcy1715 2 месяца назад

    YESSSS AWESOME!!!! i've been thinking of a project i wanna do using terrain3d recently, thank god it's in the asset library now XD

  • @gamecoder77
    @gamecoder77 Месяц назад

    Thank you very much guys. keep it up !!

  • @jankubierecki8938
    @jankubierecki8938 2 месяца назад

    absolute legend, thank you

  • @waterfill7925
    @waterfill7925 2 месяца назад

    Amazing!!! thanks for the plugin!

  • @temhirtleague-chess
    @temhirtleague-chess 2 месяца назад

    Legends! Thank you for making this amazing tool. I have been working with it and its performance is unparalleled. It would be great if you could do a video explain the code generation for code based texturing and procedurally generated 'infinite' terrain. And please make the sky plugin have clouds and weather we can fly through.

  •  Месяц назад

    You're doing amazing work guys, please add donate button somewhere else. I recently discovered your amazing tool but I believe you need detailed lessons of the plugin. e.g short cuts, all settigs etc.

    • @TokisanGames
      @TokisanGames  Месяц назад

      Thanks. Please wishlist our game on steam.

  • @lcdcstudios
    @lcdcstudios 2 месяца назад

    love these videos!

  • @rahmanlinux9602
    @rahmanlinux9602 2 месяца назад

    Thank You verymuch!!!

  • @Talktodiv
    @Talktodiv 2 месяца назад +3

    Thank forrrr day night system

  • @עומראשכנזי-ז5ז
    @עומראשכנזי-ז5ז 2 месяца назад

    Wow just wow😮

  • @miusoft
    @miusoft 2 месяца назад

    Woow 😍

  • @livingsouloftimestudio2887
    @livingsouloftimestudio2887 2 месяца назад

    APPRECIATE YOU!

  • @林峰-d4m
    @林峰-d4m 2 месяца назад

    太酷了辛苦开发

  • @JohnStonexDj
    @JohnStonexDj 2 месяца назад

    I must upgrade! :o

  • @kmouratidis
    @kmouratidis 2 месяца назад +1

    Now do another 10x for the max supported terrain size and 1:1 country maps are possible 🙂

  • @Lucas-gg9yb
    @Lucas-gg9yb 2 месяца назад

    Looks great!
    You are using the multimesh instance from Godot without optimizations for the foliage or you implemented some optimization?

    • @TokisanGames
      @TokisanGames  2 месяца назад +1

      MMIs broken up into a grid as shown for culling. Planned improvements tracked in issue 43 on github. Some have used a partial shader instead.

  • @FR3NKD
    @FR3NKD 2 месяца назад

    Love the thumbnail 😏

  • @antonmartynenko4171
    @antonmartynenko4171 2 месяца назад

    region size can be changed now. thank you!

  • @omercemcicekli6878
    @omercemcicekli6878 Месяц назад

    One question, does cells create separate multi mesh instances for frustum culling? What I mean is for example if I use grass mesh for 256x256 region will plugin create multiple multi mesh instances or just one?

    • @TokisanGames
      @TokisanGames  Месяц назад

      One MMI per cell per mesh type. When LODs are implemented, one MMI per cell per mesh type per LOD. Can be culled by distance, frustum, or occlusion. Instancer cells are 32x32m.

    • @omercemcicekli6878
      @omercemcicekli6878 Месяц назад

      @@TokisanGames Got it! Thanks!

  • @vorongo
    @vorongo Месяц назад

    Hello!
    I’ve encountered a bug in your add-on. When I use a MeshInstance3D for a rock and change the terrain textures (e.g., repainting grass or a path), the rocks suddenly shift upward, as if the terrain height is being modified. However, I’m not changing the height at all.
    Could you please advise what might be causing this? Is there a workaround for this issue?

    • @TokisanGames
      @TokisanGames  Месяц назад +1

      If it shift to the height offset set in the mesh asset in the asset dock, that's a bug where painting is calling update_transforms() and it should only do so when sculpting. You can set the mesh height offset to what you want. See issue #544. If it is something else, the specific circumstances and symptoms need to be looked at. Discuss more on either github or discord, not here.

  • @klaus9503
    @klaus9503 2 месяца назад

    Is it possible to increase the resolution of the depth and texture maps but keeping the actual region size the same? I tried increasing the region size and scaling down the whole terrain, but scaling does not work.

    • @TokisanGames
      @TokisanGames  2 месяца назад

      You can put in any size of texture you want up to 16k, and scale them as large or small as you want with the texture asset uv scaling. Region size is entirely independent of textures painted on the ground.

  • @ordemeprogresso4
    @ordemeprogresso4 2 месяца назад

    I'm using Godot on mobile and I downloaded the plugin from the Godot store and it gave an error in some files that I think are the brushes, because they didn't appear to be selected and so I can't paint or modify the terrain

    • @TokisanGames
      @TokisanGames  2 месяца назад

      You'll need to come into our discord for support. Mobile is still experimental, so be prepared to do testing and troubleshooting, and providing logs and info.

  • @cryptidpog
    @cryptidpog Месяц назад

    can you help me real quick? How do I actually call methods from Terrain3DData? For example getting the texture for footstep sounds. I can't see to figure it out. Thanks in advance

    • @TokisanGames
      @TokisanGames  Месяц назад +1

      var terrain:Terrain3D = $Terrain3D
      terrain.data.get_texture_id(position)
      Read through the code in the demos, and maybe work through Godot coding tutorials to learn the basics.

  • @NecroDes
    @NecroDes 2 месяца назад

    Is it possible to use this plugin to create a procedurally generated terrain with caves or floating islands that the player can dig or is it only suitable for static terrain?

    • @TokisanGames
      @TokisanGames  2 месяца назад

      Our API can be used for procedural generation. For runtime user editable caves you need a voxel system. Use Zylann's voxel terrain.

    • @NecroDes
      @NecroDes 2 месяца назад

      @@TokisanGames Thanks for the reply. You have a great plugin, keep up the good work

  • @chmurzasty827
    @chmurzasty827 Месяц назад

    This is excelent! You did an amazing work with this tool.
    I was wondering if texture painting and asset instancing would work on an imported mesh? (handsculpted terrain) Or the only way for it to work is to bake height map of this terrain and use it the tool?

    • @TokisanGames
      @TokisanGames  Месяц назад +1

      Thanks. Our texturing and instancing only work on our terrain mesh.

  • @JorgeFlores-ck8bp
    @JorgeFlores-ck8bp 2 месяца назад

    Can I use World Machine Height map as an input to the plugin ?

    • @TokisanGames
      @TokisanGames  2 месяца назад

      Yes, we can import heightmaps from any tool. Textures are possible if you write a conversion script.

  • @Millu30
    @Millu30 Час назад

    Just started with it, its very nice terrain editor :D
    Just a question tho, Is there a chance to make terrain low poly?
    I could use this type of terrain in my project :)

  • @quasifex3869
    @quasifex3869 2 месяца назад

    Is it possible to paint instances and meshes with random rotation and scale? And change the amount of randomness?
    Also, I think it would be useful feature to let user create custom object sets with specific meshes in it. For situations when I want to place only the rocks or only the small bushes.

    • @TokisanGames
      @TokisanGames  2 месяца назад

      Look at all of the settings on the bottom bar for transforms. They're shown even in this video briefly. You can select and place any single mesh asset, rock or bush doesn't matter.

    • @quasifex3869
      @quasifex3869 2 месяца назад

      @@TokisanGames They were shown too briefly at x1.5 I didn't noticed. Anyway, just checked the plugin and found it.
      But I think you misunderstood me about object sets. Let's say I want to create a list of specific meshes - [tree0, tree7, tree69]. This list uses meshes already loaded in the project. So, after creating this list I can paint all of the meshes in this list, and only them, at the same time. Don't need to select single asset and place only that asset. Blender has feature like this. It will make placing assets faster and add some natural randomness. I hope you understand, sorry english is not my native language.

  • @szyword9973
    @szyword9973 16 дней назад

    Hi! So Ive been learning your tool for some time now, but I have a problem with textures. I am importing them as youve showed in your previous video but every single one is set globally (i mean whole terrain becomes that texture xD) when I add another one it just overlays and glitches. Tbh I am just starting getting into 3d and gamedesign and still learning so its definetly my fault but i just cant get to find solution for this.

    • @TokisanGames
      @TokisanGames  16 дней назад

      Come into our discord for help.

  • @elalex78able
    @elalex78able 2 месяца назад

    Lovely add on for Godot. I have a question. Is it possible to build a whole planet with Terrain 3d (of course inside the limits of size you have). I want to create a planet that you can walk all around and come back to the same place. Thanks 🙏.

    • @TokisanGames
      @TokisanGames  2 месяца назад

      No, only flat worlds. Use Zylann's voxel terrain for planets.

  • @pranitrock
    @pranitrock 2 месяца назад

    i was wondering that foliage would be best with multimesh.

    • @TokisanGames
      @TokisanGames  2 месяца назад

      You can do foliage as mesh objects or instances. They look the same. The difference is in performance and level design.

  • @VijayKotekal
    @VijayKotekal 2 месяца назад

    Please tell me how to if I add a road to my terrian how??? And how to level up the terrian hight as hight or road???

    • @TokisanGames
      @TokisanGames  2 месяца назад

      Manual sculpting, or build a tool and use our API to adjust. There is a godot road plugin that could be adapted. Build the tools you need, like we do.

    • @VijayKotekal
      @VijayKotekal 2 месяца назад

      @TokisanGames i never tried building new tool but..... I'll try...

  • @nightcorerock2997
    @nightcorerock2997 2 месяца назад

    first of all, I was kinda upset at the update since I didnt know what the directory was and just lost hours of work. But after watching these tutorials, I'm very impressed by the update and the work you guys put in.
    Second of all, I was exploring this plugging by myself mostly and put a lot of meshes on my project. Problem is, they dont have collision. I tried to fix it that by going into my meshes and adding collisionshape and all that. But still no collision detected. Anyway to fix this on the pluggin? or is it just a user, me, being stupid and not knowing how to fix it?

    • @TokisanGames
      @TokisanGames  2 месяца назад

      The docs explained the new installation process with a directory, and upgrading. The instancer page explains the limitations of it. Instances do not have collision in Godot by design. We will generate collision in the future. Follow issue 43 on our github for planned updates.

  • @tomashutchinson2025
    @tomashutchinson2025 Месяц назад

    You guys should consider adding an option for real-world terrain data, Like blenderGIS

    • @TokisanGames
      @TokisanGames  Месяц назад +1

      You can already import heightmaps and satellite imagery. You may need to convert it to PNG/EXR. Supporting GIS native formats, or live downloading are possibilities down the road.

  • @entergamingvn7186
    @entergamingvn7186 2 месяца назад

    this plugin does support for endless terrain?

    • @TokisanGames
      @TokisanGames  2 месяца назад

      No there are finite boundaries. Depending on settings, +/-32768m. You'd need a double precision engine build to be effective beyond that anyway. Streaming is not built in anywhere yet.

  • @ZombieSigma
    @ZombieSigma 26 дней назад

    It's really such a cool tool, but omg... I can't use it at all for my multiplayer project
    When a player node is created first, and then a Terrain3D node, everything is fine. However, when Terrain3D is created first, and then the player node, the entire landscape breaks and almost completely disappears, leaving only strips and detached pieces.
    The problem is that in Godot, it is unlikely to guarantee that the client will create the player node first and then the world.
    Is there any way to fix this somehow?

    • @TokisanGames
      @TokisanGames  26 дней назад

      Use Terrain3D.set_camera(position). Your console might have warned you about this.

  • @dino_skibidi
    @dino_skibidi Месяц назад

    i can not find on assest lib

    • @TokisanGames
      @TokisanGames  Месяц назад

      It's there, as shown in the video. I just loaded Godot 4.3 on my computer and verified it's there as well.
      godotengine.org/asset-library/asset/3134

  • @qingyun6005
    @qingyun6005 2 месяца назад

    Sorry, I still haven't learned how to handle the texture of the slope. The texture has been stretched.

    • @TokisanGames
      @TokisanGames  2 месяца назад

      Textures spread between vertices. Steep cliffs stretch vertices. See the wireframe mode to understand. To not stretch the texture, don't have 90 degree tall cliffs. Make them 70-80 degrees, and sculpt bumps, terraces, and ridges. In a future release we will have 3D projection that will address this.

  • @tonywalker8030
    @tonywalker8030 2 месяца назад

    Would this work with redot ?

  • @Eyeinsky
    @Eyeinsky 2 месяца назад

    Are Instance LOD's going to be a thing?

  • @godkekliveshere431
    @godkekliveshere431 2 месяца назад

    oof a AAA game in godot will be mind blowing i will admit that

  • @pranitrock
    @pranitrock 2 месяца назад

    I am developing game and using Terrain 3D inside of my Meta Quest 3 and I am developing a XR game.

  • @tje.o.a5477
    @tje.o.a5477 2 месяца назад

    This will be interesting to figure out how to make my map with this!
    is updating as easy as uninstalling and then reinstalling?

    • @TokisanGames
      @TokisanGames  2 месяца назад +1

      Generally yes. Sometimes data needs an update. Read the release notes and upgrade docs for specific instructions each time.

  • @4D_Venom_Gaming
    @4D_Venom_Gaming Месяц назад

    Bro not one two actually, i am also using your plugin in godot 4 and designing my 3rd fps game in android❤❤

  • @mrnormal7554
    @mrnormal7554 2 месяца назад

    I've not started learning game development yet, and will start in the coming future, I got a question -
    I like how Godot is free and open source and great games are being developed using it.
    But I doubt whether Godot can make mobile games like Unity does - games like Subway Surfers, Temple run, and also games like - Farmville.
    Will Godot limit myself from making games that can be developed using Unity?

    • @TokisanGames
      @TokisanGames  2 месяца назад +1

      Godot can easily make 2D games on mobile or desktop.

    • @mrnormal7554
      @mrnormal7554 2 месяца назад

      @TokisanGames thanks for your response ❤️

  • @VijayKotekal
    @VijayKotekal Месяц назад

    Is it optimised for mobile?

    • @TokisanGames
      @TokisanGames  Месяц назад +1

      Read the supported platforms doc. It works with the mobile renderer and is faster than any GDScript terrain. But you can still be wasteful with your resources. Understanding and optimizing all systems in the engine is still your responsibility.

  • @ThomasMorrow-yf2bh
    @ThomasMorrow-yf2bh 2 месяца назад

    Not sure if this has been fixed, but not being able to use textures without converting them is BS. If it's usable in godot 4 than it should just work.

    • @TokisanGames
      @TokisanGames  2 месяца назад +1

      We've allowed the use of unpacked textures for many months. It gives subpar results as you'll have no height blending or roughness.

  • @GeneralChrisGaming
    @GeneralChrisGaming 2 месяца назад

    Rip i got to use my advance mobile knowledge to use key on my phone x)

    • @GeneralChrisGaming
      @GeneralChrisGaming 2 месяца назад

      Hmmm I'm noticing this plugin crashing a lot godot freezing godot and causing godot to close all tabs and more like corruption maybe I'm doing something wrong I'll recheck docs later i guess

  • @celumusasmoke271
    @celumusasmoke271 Месяц назад

    This is the best addon for me so far🥹