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.
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
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
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?
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.
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.
That would work too in most cases.
Loving the series, you're doing everything great.
Incredible tutorial. Very interested in seeing how you tackle calculating normals in the next video.
Thanks! And sorry for the late response. I'm hoping to have it up this weekend
If you're still interested, I finally got around to the next part:
ruclips.net/video/izsMr5Pyk2g/видео.html
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
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
Damn looking forward to the next one but it's been a while!
... I know lol. I've been back it out again though. Hopefully I'll have the next one up this weekend.
Sorry for the wait:
ruclips.net/video/izsMr5Pyk2g/видео.html
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
Really nice, now I want to work on my clipmaps project again.
I
The grass in the start looks pretty different of what I am used to see, how are you achieving this result?
how did you get grass to generate? i cant find anything on how to instance grass on procedural terrain like this
Could someone tell me how I make the mesh visible in Editor, it's currently only visible in-game?
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?
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.
wtf is up with round()
That would drive me crazy too.
thanks you. needed it
when is next installment man
It won't be another 5 months I promise.. lol I should be able to get it up this weekend.
The next installment is now:
ruclips.net/video/izsMr5Pyk2g/видео.html
Nice vid ❤️ can do a tutorial how to make a survival fps player can cut down trees pls
I have a few other tutorials I plan on making right now. But I could do something like that eventually
3d needs a lot more tooling support in godot even if its paid tooling. Unreal is lightyears ahead in terrain tooling
Look at the UE landscape requirements. This is a completely different method, and everyone chooses what is best for him
I am waiting for Godot Peer-to-Peer over the Internet Expand video full server cilent coonection and other stuff
Really appreciate this