Godot 4 Terrain Building (with Blender!)

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  • เผยแพร่เมื่อ 20 ธ.ค. 2023
  • Build some sweet terrains for your 3D game in Godot 4.
    ---
    GLTF settings I use: • Blender to Godot 4 PIP...
    Check out Terrain3D: terrain3d.readthedocs.io/en/l...
    Godot "texture blending" shader: github.com/bikemurt/Godot_Tes...
    Check out my addons from my blendermarket page:
    blendermarket.com/creators/mi...
    Gumroad link:
    michaeljared.gumroad.com/
    Thanks for stopping by!
    michaeljared.ca/

ความคิดเห็น • 18

  • @kamazs
    @kamazs 4 หลายเดือนก่อน +1

    Good video. I liked the format, narration and presentation.

  • @Daniel-ih6uk
    @Daniel-ih6uk 2 หลายเดือนก่อน +1

    Thank you for the lesson, super useful!

  • @vizdotlife
    @vizdotlife 5 หลายเดือนก่อน +1

    Keep it up! I've been curious how to use blender terrains for Godot

  • @miusoft
    @miusoft 2 หลายเดือนก่อน

    Awesome tutorial 😍
    Please make the second part with 3 or more textures.
    super useful 💖

    • @michaeljburt
      @michaeljburt  หลายเดือนก่อน

      You can get up to 4 using RGBA channels. If you need more, just need to add more textures

  • @lonegamedevlongjourneyman
    @lonegamedevlongjourneyman 5 หลายเดือนก่อน +1

    pretty cool trick for making terrain Great video man

    • @michaeljburt
      @michaeljburt  5 หลายเดือนก่อน

      Glad you liked it!

  • @firezacerick
    @firezacerick 3 หลายเดือนก่อน +1

    That's amazing! I loved your method. I was really considering using the addons but the way you found to it made much more sense for a better control of the details in the scenary. Do you have any idea about the LOD part? I am quite worry if this method can be a bit heavy when using multiple terrain tiles.

    • @michaeljburt
      @michaeljburt  3 หลายเดือนก่อน +2

      Godot does automatic LOD when importing meshes, which in my experience works very well on terrain-type meshes. The only other consideration you might have is if you are using multimeshes you would need to fade the instance count as the camera gets further away from the area.

    • @firezacerick
      @firezacerick 3 หลายเดือนก่อน +1

      @@michaeljburt I think the point that I was considering was this second case, because I was think if it would be problematic to see the joins between other "terrains" if they are using the natural LOD of the engine.

    • @michaeljburt
      @michaeljburt  3 หลายเดือนก่อน +1

      @@firezacerick that's absolutely a valid point. Right now I'm making a small game that's just one tile so it's a fair criticism. Terrain3D will be a much more scalable solution (although it's much heavier)

  • @karole5646
    @karole5646 5 หลายเดือนก่อน

    I use unity but this actually interesting, thank you

  • @moravianlion3108
    @moravianlion3108 4 หลายเดือนก่อน

    Interesting, thanks!
    What are constraints for shaders in Godot? I am asking as, for example, I working on a procedural terrain generation for RAGE (GTA V) and I wonder if it is easily transferable into Godot, as it uses vertex coloring instead of blend maps/textures.

    • @michaeljburt
      @michaeljburt  4 หลายเดือนก่อน

      Not too difficult to access the vertex color in the fragment shader if you need to mix different textures using that. I have a video series on vertex painting actually, you might wanna take a look at that if it helps

  • @ithillron4073
    @ithillron4073 4 หลายเดือนก่อน

    when I use Trimesh static body, I cant move from my position. rest of the collision doesn't work, my player falls through it

    • @michaeljburt
      @michaeljburt  4 หลายเดือนก่อน

      Your player needs to have a CharacterBody3D and as long as it uses the same collision layer it should work

  • @hongtuqi9182
    @hongtuqi9182 4 หลายเดือนก่อน

    Can trees, flowers, and plants also be divided in this way?

    • @michaeljburt
      @michaeljburt  4 หลายเดือนก่อน

      Those would need to be done with a multimesh of some sort. I have a video on it if you're interested in vertex painting/multimesh in Godot