Massive Infinite Terrain that Generates Instantly Part 2: LOD & Mesh Stitching

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  • Опубликовано: 2 янв 2025

Комментарии • 30

  • @WindBendsSteel
    @WindBendsSteel Год назад +7

    You could have just made the tile meshes have a skirt, or fringe, so that stitching becomes completely unnecessary. A skirt mesh is just added vertices around the tile plane that are moved downwards, but retain the same normals as the plane edges. To do that you just create the plane with 2 extra cuts on each axis, and slightly bigger, then move the edges downwards.

    • @ditzyninja
      @ditzyninja  Год назад +1

      That would work too in most cases.

  • @lachlanburns4382
    @lachlanburns4382 2 года назад +5

    Loving the series, you're doing everything great.

  • @justanotherface6695
    @justanotherface6695 Год назад +1

    Incredible tutorial. Very interested in seeing how you tackle calculating normals in the next video.

    • @ditzyninja
      @ditzyninja  Год назад

      Thanks! And sorry for the late response. I'm hoping to have it up this weekend

    • @ditzyninja
      @ditzyninja  Год назад +2

      If you're still interested, I finally got around to the next part:
      ruclips.net/video/izsMr5Pyk2g/видео.html

  • @RyanPowell-t8s
    @RyanPowell-t8s Год назад +2

    really enjoyed this. Basically have this system fully implemented now and I can't wait to see your automatic normal generation. I am also interested to see your take on actual procedural generation in this system. It seems like if you are able to generate normals from the heightmap, you could generate the heightmap dynamically as your world coordinates change, or use some atlas of heightmaps

    • @ditzyninja
      @ditzyninja  Год назад

      Hey that's great to hear! I'm glad you enjoyed it. You got here just in time. Here is the next part:
      ruclips.net/video/izsMr5Pyk2g/видео.html

  • @thegoblintown
    @thegoblintown Год назад +1

    Damn looking forward to the next one but it's been a while!

    • @ditzyninja
      @ditzyninja  Год назад

      ... I know lol. I've been back it out again though. Hopefully I'll have the next one up this weekend.

    • @ditzyninja
      @ditzyninja  Год назад

      Sorry for the wait:
      ruclips.net/video/izsMr5Pyk2g/видео.html

  • @XX-jx4zw
    @XX-jx4zw День назад

    hate to necro this but the tut is still going strong in 4.3
    just in case anyone cant get the project to stitch at all;
    you have to uncomment the two mix() functionblocks in the shadercode.
    its the part he refactored in minute 8:45

  • @Zicore47
    @Zicore47 Год назад

    Really nice, now I want to work on my clipmaps project again.

  • @tibfox
    @tibfox 3 месяца назад

    I

  • @Lucas-gg9yb
    @Lucas-gg9yb Месяц назад

    The grass in the start looks pretty different of what I am used to see, how are you achieving this result?

  • @humanprobably
    @humanprobably 2 месяца назад

    how did you get grass to generate? i cant find anything on how to instance grass on procedural terrain like this

  • @TokotokoYT
    @TokotokoYT 4 месяца назад

    Could someone tell me how I make the mesh visible in Editor, it's currently only visible in-game?

  • @LPGAMES29
    @LPGAMES29 Год назад

    I love this and have implemented this, but now I struggle with adding the grass. Do you plan on continueing the series to explain how you added grass and changed the texture of the clipmap according to it's angle?

  • @TVYL3IGH
    @TVYL3IGH Год назад

    Have any experience with spherical mesh generation? We are having issues with subdividing and smoothing of the generated mesh, and of course texture projection. Do you think you could go into more detail on the specifics in the implementation of splat, triplanar, and height mapping for a 3D sphere? Also, your shader code worked great from your "Procedural Terrain - Blend Textures based on Slope and Height" video, even though it was meant for a flat plane.

  • @ZephaniahNoah
    @ZephaniahNoah 2 года назад +2

    wtf is up with round()
    That would drive me crazy too.

  • @ThunderPlayStudios
    @ThunderPlayStudios 2 года назад

    thanks you. needed it

  • @savhasuvhe
    @savhasuvhe Год назад +1

    when is next installment man

    • @ditzyninja
      @ditzyninja  Год назад

      It won't be another 5 months I promise.. lol I should be able to get it up this weekend.

    • @ditzyninja
      @ditzyninja  Год назад

      The next installment is now:
      ruclips.net/video/izsMr5Pyk2g/видео.html

  • @mrvoid7000
    @mrvoid7000 Год назад +1

    Nice vid ❤️ can do a tutorial how to make a survival fps player can cut down trees pls

    • @ditzyninja
      @ditzyninja  Год назад

      I have a few other tutorials I plan on making right now. But I could do something like that eventually

  • @vickylance
    @vickylance 2 года назад +1

    3d needs a lot more tooling support in godot even if its paid tooling. Unreal is lightyears ahead in terrain tooling

    • @void9853
      @void9853 2 года назад +1

      Look at the UE landscape requirements. This is a completely different method, and everyone chooses what is best for him

  • @cjdaylight3407
    @cjdaylight3407 2 года назад

    I am waiting for Godot Peer-to-Peer over the Internet Expand video full server cilent coonection and other stuff

  • @bertnuts
    @bertnuts 6 месяцев назад

    Really appreciate this