me personally, what i did was made a super high resolution square, and the selected the middle vertex, used the proportional editing with the decimate mesh option in the edit mode menus
thanks for the good video! you can do it radially and link it to your camera for example with geometry nodes. (distance to you object which makes it radial)
@@gegamongy you're welcome! I can't remember when or where but I've downloaded a couple of nodes and set them as asset. one of hem is adaptive subdivision and I've tried it after your video. idk how to share them with you if you're interested (they are very complicated when you open them)
@danialsoozani I'm definitely interested! Not sure how to share geo node setups though 😭 but it's okay, for this project, the final clipmap i exported gets imported into Godot, and the clipmap mesh follows the player, sampling a heightmap at its world vertex coordinates. Makes it easy to have an LOD system for terrain without any fancy stitching or chunking (which is still very useful to implement, it just is a bit more work)
Oops I probably should've explained more!! Here's a good video by DitzyNinja'sGodojo about how to implement a clipmap in godot: th-cam.com/video/Hgv9iAdazKg/w-d-xo.htmlsi=mVnj6B-UEghpcPLf
But in short, if you have a game with a very large terrain, it can be helpful to have a square terrain mesh that follows around the player, and samples a heightmap at each vertex, and sets the height of the vertex to the terrain height. This method is useful for creating infinite terrain or very large terrain maps. I have a video coming soon about how I implemented it into my project, so I guess that's why I didn't talk about it. Hope this helps!!
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All in a day's work
me personally, what i did was made a super high resolution square, and the selected the middle vertex, used the proportional editing with the decimate mesh option in the edit mode menus
Interesting! Did you use this in a game engine?
thanks for the good video! you can do it radially and link it to your camera for example with geometry nodes. (distance to you object which makes it radial)
Thanks!!! I'll look into that - geometry nodes are still a bit esoteric to me, so we'll see how it goes!
@@gegamongy you're welcome! I can't remember when or where but I've downloaded a couple of nodes and set them as asset. one of hem is adaptive subdivision and I've tried it after your video.
idk how to share them with you if you're interested (they are very complicated when you open them)
@danialsoozani I'm definitely interested! Not sure how to share geo node setups though 😭 but it's okay, for this project, the final clipmap i exported gets imported into Godot, and the clipmap mesh follows the player, sampling a heightmap at its world vertex coordinates. Makes it easy to have an LOD system for terrain without any fancy stitching or chunking (which is still very useful to implement, it just is a bit more work)
I watched the whole video and I aint even gonna lie I do NOT know what a clip map is💀
Oops I probably should've explained more!! Here's a good video by DitzyNinja'sGodojo about how to implement a clipmap in godot:
th-cam.com/video/Hgv9iAdazKg/w-d-xo.htmlsi=mVnj6B-UEghpcPLf
But in short, if you have a game with a very large terrain, it can be helpful to have a square terrain mesh that follows around the player, and samples a heightmap at each vertex, and sets the height of the vertex to the terrain height. This method is useful for creating infinite terrain or very large terrain maps. I have a video coming soon about how I implemented it into my project, so I guess that's why I didn't talk about it. Hope this helps!!
@@gegamongy I guess it's what Minecraft shows as loading screen when creating a new world