Separating the diffuse color channel and making the detail texture only luminance is a pure stroke of genius. The trick where you're calculating splat map like values in the vertex shader and relying on the interpolation is also a really awesome trick, this is super impressive!
It's working for me.. THANK YOU. I am having trouble getting my exported color map to show on the terrain, but I'm assuming I've done something wrong and will keep at it. Cheers again sir.
Holly sh*t, this is impressive, I just downloaded the Windows demo and the FPS is really high considering how large the world is, this is beyond my expectations, I haven't used this plugin yet but after I saw what it's capable of I will definitely do, am just wondering, are the grass and trees procedurally added to the terrain or can I paint them myself?
Great effect! For chunk size within a Region, the traditional square pixel layout is good, but for region size within the whole map, it does not have to be square. The large maps of many games are taller or wider. I hope to support rectangular layout. for the whole terrain. The Terrain Shader is very impressive. It only uses a few textures, reducing the use of a large number of textures and materials, and achieves very good results. It can also be used to detect elements such as height, latitude, and slope! But some terrains are more complex and require more information. If we want to generate detailed textures corresponding to various complex terrains at runtime, I think in addition to heightmap and albedo, we still need to make image for each Region to store other Data, or we can use the R, G, and B values of the albedo texture to transfer some information, similar to encoding and decoding. After all, maps since ancient times have used colors to represent different terrains, but this requires following specific constraint when making albedo maps. It requires very detailed algorithms or later manual adjustments.
The region size should be square! But terrain can be rectangle! as an example here I have a Terrain of 8X8 region, I could have a Terrain of 8X6 region, it is important that terrain size be divisible in each direction to region size and that is the only thing that matter! Maybe I don't understand your question well, explain better if these will not give an answer Basically here we divide also the color-map exactly like height-map and send that to each region! And yeah we send various information to terrain aside heightmap to each region, that information can be for example a mask that show where terrain is wet and so on In MTerrain you can create as many image you want which contain information to send to terrain! thats depend on your terrain! for example if you have a simple color-map which depend only on slope, just generate that at run-time in shader, But if you have something more complex bake that into a texture, this way you will have a better performance
Hi there, sorry about that! Even I look at that part of the video I don't understand what exactly you don't understand! Explain to me! you can also ask any question on our discord channel!
For now it is possible but it is not work perfect! In future I am thinking about that to make that perfect! Also in this terrain we have editable layers which make things easier for future! (basically you can save an extra layer to terrain an put that inside the save folder of game so the main heightmap will remain intact)
Which version of world machine are you using? Are these options all available in the free version or do you need to get the indie version/pro version? EDIT: I rewatched it and did hear you say free version, however I’m confused because the licenses for WM say that the pro version is needed for exporting tiles terrains. Any advice on this would be great! Thanks
I believe for free version there is a limitation for maximum terrain resolution! If I am not wrong it is around 1024! but you can check on their website to make sure!
@@mohsenzare2511 oh okay. I've been looking all over for terrain that will work with compatibility renderer as I am working on a mobile vr project on the meta quest platform and it only works with the compatibility renderer for some reason. No other terrain plugin has worked so far.
As we talked I check the compatibility, it worked for me, it render the terrain differently but it working! Just in terrain shader replace this n.rb = fma(n.rb,vec2(2.0),vec2(-1.0)); to this n.rb = n.rb*2.0 - 1.0; let me know if this works for you
That's awesome. Is there any addon which helps creating blocky terrain cave system just like Minecraft ? If there is , it will save lot of my time on procedural blocky terrain cave script.
Let's say there's a tree or a patch of grass that was placed somewhere I don't like, can I just select it and delete it without causing problems to the terrain?
bro just make it so I can bring up mountains and lower valleys with the mouse cursor like in sim city otherwise if I have to go through a 45 min video I might as well just do it myself instead of getting an addon. Dont mean to sound harsh but thats honest user feedback.
If you are at base "the book of shader" is good point for start! search that you will find that! then check out the "BEN CLOWARD" youtube channel he is one of the person which, explain very well shader, he use unreal but the concept for shader is same! here also a part of his website which he introduce some of famous shader book: www.bencloward.com/resources_books.shtml But generally you can not find a general book which explain everything in shader! sometimes some people made some new innovation which does not exist in any book, Shader is like an art! "Shader Toy" website is also a very good resource, which has some raw shader code! Also that Nvidia gem also had a very good resource for learning shader: developer.nvidia.com/gpugems And after that you can find some good resource in GDC talks which exist no where else!
Separating the diffuse color channel and making the detail texture only luminance is a pure stroke of genius. The trick where you're calculating splat map like values in the vertex shader and relying on the interpolation is also a really awesome trick, this is super impressive!
Glad you like it! thank you!
Always good to see more in depth Godot 3D content. Keep it up!
Thanks, will do!
This is an extremely exquisite structure, thank you for bringing it
very impressive work, keep it up
Thanks, will do!
This is fucking dope. Nice job.
Thanks man
Looks great man
Thanks!
looks really nice
Thank you!
Amazing tutorial! Definitely worth my subscription. Keep it up! ;)
Thanks for your support, I will
It's working for me.. THANK YOU. I am having trouble getting my exported color map to show on the terrain, but I'm assuming I've done something wrong and will keep at it. Cheers again sir.
thank you 🚀
You're welcome 😊
High quality tutorial.
Thanks
Great work ❤
Thank you! Cheers!
Holly sh*t, this is impressive, I just downloaded the Windows demo and the FPS is really high considering how large the world is, this is beyond my expectations, I haven't used this plugin yet but after I saw what it's capable of I will definitely do, am just wondering, are the grass and trees procedurally added to the terrain or can I paint them myself?
You can paint or make them procedurally, I generally make them procedurally and then fix them by paint where grass should not be or should be!
Great effect! For chunk size within a Region, the traditional square pixel layout is good, but for region size within the whole map, it does not have to be square. The large maps of many games are taller or wider. I hope to support rectangular layout. for the whole terrain.
The Terrain Shader is very impressive. It only uses a few textures, reducing the use of a large number of textures and materials, and achieves very good results. It can also be used to detect elements such as height, latitude, and slope! But some terrains are more complex and require more information. If we want to generate detailed textures corresponding to various complex terrains at runtime, I think in addition to heightmap and albedo, we still need to make image for each Region to store other Data, or we can use the R, G, and B values of the albedo texture to transfer some information, similar to encoding and decoding. After all, maps since ancient times have used colors to represent different terrains, but this requires following specific constraint when making albedo maps. It requires very detailed algorithms or later manual adjustments.
The region size should be square! But terrain can be rectangle! as an example here I have a Terrain of 8X8 region, I could have a Terrain of 8X6 region, it is important that terrain size be divisible in each direction to region size and that is the only thing that matter!
Maybe I don't understand your question well, explain better if these will not give an answer
Basically here we divide also the color-map exactly like height-map and send that to each region!
And yeah we send various information to terrain aside heightmap to each region, that information can be for example a mask that show where terrain is wet and so on
In MTerrain you can create as many image you want which contain information to send to terrain! thats depend on your terrain!
for example if you have a simple color-map which depend only on slope, just generate that at run-time in shader, But if you have something more complex bake that into a texture, this way you will have a better performance
Looks great. Which renderer have you used for the Android Version ?
It is the Mobile renderer, And I don't think that works on old Android! as it use vulkan!
@@mohsenzare2511 its not working in pixel 6a
Habe you tried it with the compatibility renderer?@@learninglearning2
It looks very cool. I hope to do some experiments with your terrain soon. 👍🏽
Please may I have a full beginner tutorial to set-up and create terrains please
Hello, in every video u skip the part when it shows the extra parameters(like to draw) so I don't understand(14:19)
Hi there, sorry about that! Even I look at that part of the video I don't understand what exactly you don't understand! Explain to me! you can also ask any question on our discord channel!
Great how you showed World Machine exports to be used in Godot.
Godot wasn't mentioned at the World Machine information on their website.
Gea is also a good program, there are other software too!
this is so beautiful 80
Add road spline ❤
I am thinking about this!
Great work! Can terrain be deformed at runtime?
For now it is possible but it is not work perfect! In future I am thinking about that to make that perfect! Also in this terrain we have editable layers which make things easier for future! (basically you can save an extra layer to terrain an put that inside the save folder of game so the main heightmap will remain intact)
Which version of world machine are you using? Are these options all available in the free version or do you need to get the indie version/pro version?
EDIT: I rewatched it and did hear you say free version, however I’m confused because the licenses for WM say that the pro version is needed for exporting tiles terrains. Any advice on this would be great! Thanks
I believe for free version there is a limitation for maximum terrain resolution! If I am not wrong it is around 1024! but you can check on their website to make sure!
everything looks promising, but when i run the game the terrain don't get created, is this a bug or a feature?
does this happen to work with the compatibility renderer?
I think, it need a little bit changes but it can work ! personally always work on Vulkan! never had time to test that with compatibility!
@@mohsenzare2511 oh okay. I've been looking all over for terrain that will work with compatibility renderer as I am working on a mobile vr project on the meta quest platform and it only works with the compatibility renderer for some reason. No other terrain plugin has worked so far.
As we talked I check the compatibility, it worked for me, it render the terrain differently but it working! Just in terrain shader replace this
n.rb = fma(n.rb,vec2(2.0),vec2(-1.0));
to this
n.rb = n.rb*2.0 - 1.0;
let me know if this works for you
@mohsenzare2511 sweet! I really appreciate that. Your terrain plugin is amazing. I'll try that out. 😁
Can I use this map on my game ?
No problem with that, if this is good for you!
man please share the script u added to the mterrain node
very cool, now make this procedural endless world
That's awesome. Is there any addon which helps creating blocky terrain cave system just like Minecraft ? If there is , it will save lot of my time on procedural blocky terrain cave script.
For that use zylann voxel terrain: github.com/Zylann/godot_voxel
Let's say there's a tree or a patch of grass that was placed somewhere I don't like, can I just select it and delete it without causing problems to the terrain?
Yeah there is painting tool for grass and terrain!
@@mohsenzare2511 awesome, thank you! :D
It would be great if I don't need World-Machine and I could create the terrain with your plugin. This would be a much easier
You don't need always world machine there are other ways too! in this video I used world machine but you can sculpt the terrain by yourself!
Please make it infinite
"promosm" 🌸
bro just make it so I can bring up mountains and lower valleys with the mouse cursor like in sim city otherwise if I have to go through a 45 min video I might as well just do it myself instead of getting an addon. Dont mean to sound harsh but thats honest user feedback.
Godot 4.3 Couldn't open MTL file 'res://addons/m_terrain/gui/human_male.mtl', it may not exist or not be readable.
That is not a big deal! I think Godot 4.3 can not import that mesh! does terrain works?
what kind of books you suggest to learn this?
@@akak5128 I started learning shading coding and relized that Computer Graphics is damn deep
If you are at base "the book of shader" is good point for start! search that you will find that!
then check out the "BEN CLOWARD" youtube channel he is one of the person which, explain very well shader, he use unreal but the concept for shader is same!
here also a part of his website which he introduce some of famous shader book: www.bencloward.com/resources_books.shtml
But generally you can not find a general book which explain everything in shader! sometimes some people made some new innovation which does not exist in any book, Shader is like an art!
"Shader Toy" website is also a very good resource, which has some raw shader code!
Also that Nvidia gem also had a very good resource for learning shader: developer.nvidia.com/gpugems
And after that you can find some good resource in GDC talks which exist no where else!
@@mohsenzare2511 Thanks
Did I get here late, or I am doing something wrong with MTerrain🥲