The trick is really in the lighting, I wonder how cool would be to make in blender a tile-able realistic interior, bake the shadows with portals, and make an infinite photorealistic walking simulator lol, and since shadows are baked it shouldn't kill your gpu playing the game
Really nice tutorial! Having those hi-quality assets to play with at no cost is a huge boost of inpiration to start creating something. (thinking mode on) 😉. Good work!
A lot of this seems to be using photo-scanned assets to try and up the realism factor, which is all well and fine for sample projects, but I don't know how well that will work for a full game release. Some of the meshes in the samples at the beginning of the video look gummy/blobby. Sort of like they ran it through a remesher or decimation. Photogrammetry tends to produce very dense meshes that aren't well optimized for game engines unless you're using something like UE5's Nanite, and even then there are caveats and I'm not entirely sure how well that will work for game performance on lower-end machines. I think models that are made with good UV's, optimized topology, and PBR textures will do wonders for realism in any game engine, including Godot, even if it does take more time to produce than photo-scanning.
It really is up to the scanner/modeller's workflow. It seems Miguel might have selectively decimated less important areas and reduced polycount by hand depending on the most prominent features, because 33k for that temple scene is *really* good for the amount of detail in the textures and visible geometry.
Yea, like I said the biggest part of the trick is the model. And you are right about lower end hardware running into issues with these high res models. But I think Godot is farther ahead in rendering capabilities than it's given credit for. I would really like Godot to be taken more serious as a 3d engine and not just for low poly stuff. Maybe this technique is not a realistic option yet for full sized games, but i would like the think we are almost there!
@@lukky. Agreed. I used to use Unreal primarily, but I have been really enjoying Godot 4, lately. I hope to publish more content regarding both of them. I find your videos helpful. :)
@@StHappyfaces Godot engine is actually very efficient. It is misconception that it can't handle photorealism because it can. Godot 3 has capability for that. It is that developer is expected to understand basics and for photogrammertry assets with millions of polygons it doesn't work nicely when it is put to single mesh because game world requires partitioning. Godot's mesh grid structure is for that and complex photogrammetry asset can be simply split to some
I'm glad I stuck around watching the video. I will be honest, the photo scanned cobblestone area in the beginning looked like a ps1 game, not photorealistic, but the end result was very nice
Indeed, it is a question of used assets (or time/effort put into creating your own ones). I have an example showing high- (character) and low-quality (environment) assets in the same scene: th-cam.com/video/zujjDYdHIr4/w-d-xo.html Godot 4 provides the rendering capabilities to get very close to (if not match) the visual fidelity of Unreal, Unity or Unigine.
This is awesome. Great for creating Virtual Tours of Schools, and open locations. And if anyone is willing to share their pretty backyards online, that could be an option too! Also another idea. Horror! Make a simple horror game of any location. Halloween would be BIG online!!! VRChat rooms with photoscans!!!!
You can always chop it up (mesh into mesh or texture to textures). All depends on your work flow. Regardless, good for prototyping and or inspiration. Dig your view point too, though.
I'm currently trying to make a photo realistic game in godot but a lot of my experience is in blender. Blender has the ability to export 3D images much like a real world 360 camera probably captured the enviroment in this tutorial. Do you think that would be a feesable way to transfer materials and textures from Blender to Godot? Because previously I have been trying to transfer the models via GLTF and have ran into issues with material nodes not transfering 1 to 1 as I am using a lot of procedural nodes in my materials. I guess if this is an option the elements I would need to exclude would be variables, items that can be picked up or doors and windows that can be opened/closed.
Really great video! Do you think if you import a low poly room with simple textures you can make it look realistic just by tweaking settings inside Godot? Or this textures in the video look realistic because they have "shadows" on the actual texture? (I know that Godot has occlusion (I think its called) to make shadows in the corners.. but it wont look that good right?)
Can be done. Just take care of game world partitioning and use occluders. Godot has efficient 3D-engine. Godot 3 has efficient 3D-engine, not required to run in Godot 4. But that is for map. For assets in map need to use LOD levels. Optimum is single mesh having 1-3 LOD levels depending on is there many different distances to view asset. Every LOD level should be for asset betweein 1,5x..2x larger on screenspace and it is good to target having each triangle to be in 10-32px range at minimum. There may be extra LOD level when object is in player hand or shown in cutscene, or 3 three extra LOD levels for distant assets where multiple meshes are combined to single. Tuning these different LOD levels takes time from artists and it is good idea to model mesh in perfect topology using polygon quads, add extra LOD levels by subdividing and triangelize before exporting to Godot. For photogrammetry assets or creating smaller LOD levels need to have some decimating and retopology. This is trick how those complex worlds are created without massive FPS drop and process is same every engine.
@@harrasika it’s not. good photorealism uses ray tracing along with photos scans so it’s dynamic and true to reality. Most games don’t use ray tracing, but still have sophisticated lighting + photo scans. The key is that the photos scans in both methods use objectively lit models (minimal shadows, mostly fill light) However in this video, the photo scans are straight up taken from real life. No controlled environment at all. So all the lighting from that specific hour and location is baked into the texture, so it’s extremely limited. Any environment lighting that differs from the photo scan would be very easy to notice and make it far from realistic. That’s why the vast majority of games would never ever use this method.
@@atch300it would not use active ray tracing, lens distortion too much and keep models and materials to baked low poly versions as for games rendering cost may split between joyful game playable in multiple devices and digital garbage. But the video makes to think about baking a indeed photo realistic model. How that would look like. I may experiment about that
so early i can only see 360p on Photorealism haha
144p😅
3GB RAM. My computer
The trick is really in the lighting, I wonder how cool would be to make in blender a tile-able realistic interior, bake the shadows with portals, and make an infinite photorealistic walking simulator lol, and since shadows are baked it shouldn't kill your gpu playing the game
but backed shadows can makes it unrealistic in dynamic schene or outside with everchanging times
@@ShiroCh_IDHence why je said an indoor scene
Really nice tutorial! Having those hi-quality assets to play with at no cost is a huge boost of inpiration to start creating something. (thinking mode on) 😉. Good work!
Wow man that's the best tutorial to bring a scanned environment into Godot 4! Awesome lightings
This is amazing. I just watched this whole thing I can’t wait to try this out
Very, very nice, and good result!Keep going, and good luck for your projects!
A lot of this seems to be using photo-scanned assets to try and up the realism factor, which is all well and fine for sample projects, but I don't know how well that will work for a full game release. Some of the meshes in the samples at the beginning of the video look gummy/blobby. Sort of like they ran it through a remesher or decimation. Photogrammetry tends to produce very dense meshes that aren't well optimized for game engines unless you're using something like UE5's Nanite, and even then there are caveats and I'm not entirely sure how well that will work for game performance on lower-end machines. I think models that are made with good UV's, optimized topology, and PBR textures will do wonders for realism in any game engine, including Godot, even if it does take more time to produce than photo-scanning.
It really is up to the scanner/modeller's workflow. It seems Miguel might have selectively decimated less important areas and reduced polycount by hand depending on the most prominent features, because 33k for that temple scene is *really* good for the amount of detail in the textures and visible geometry.
@@StHappyfaces This is true.
Yea, like I said the biggest part of the trick is the model. And you are right about lower end hardware running into issues with these high res models. But I think Godot is farther ahead in rendering capabilities than it's given credit for. I would really like Godot to be taken more serious as a 3d engine and not just for low poly stuff. Maybe this technique is not a realistic option yet for full sized games, but i would like the think we are almost there!
@@lukky. Agreed. I used to use Unreal primarily, but I have been really enjoying Godot 4, lately. I hope to publish more content regarding both of them. I find your videos helpful. :)
@@StHappyfaces
Godot engine is actually very efficient. It is misconception that it can't handle photorealism because it can. Godot 3 has capability for that.
It is that developer is expected to understand basics and for photogrammertry assets with millions of polygons it doesn't work nicely when it is put to single mesh because game world requires partitioning.
Godot's mesh grid structure is for that and complex photogrammetry asset can be simply split to some
I'm glad I stuck around watching the video. I will be honest, the photo scanned cobblestone area in the beginning looked like a ps1 game, not photorealistic, but the end result was very nice
It's awesome, thank you for sharing!
Indeed, it is a question of used assets (or time/effort put into creating your own ones). I have an example showing high- (character) and low-quality (environment) assets in the same scene: th-cam.com/video/zujjDYdHIr4/w-d-xo.html Godot 4 provides the rendering capabilities to get very close to (if not match) the visual fidelity of Unreal, Unity or Unigine.
This is awesome. Great for creating Virtual Tours of Schools, and open locations. And if anyone is willing to share their pretty backyards online, that could be an option too! Also another idea. Horror! Make a simple horror game of any location. Halloween would be BIG online!!! VRChat rooms with photoscans!!!!
Show please also how to switch off the fish viewing. It’s so unnatural. Thanks in advance!
I'm very excited for godot 4 further updates and addons.
weird idea that might help the realism on photoscans, fsr upscaling it at half res could maybe smooth out the imperfect meshes a little. or not idk
Although I tend to avoid 3D-scanned environments, since they are usually less flexible for rearranging or mixing with your own stuff.
You can always chop it up (mesh into mesh or texture to textures).
All depends on your work flow.
Regardless, good for prototyping and or inspiration.
Dig your view point too, though.
I'm currently trying to make a photo realistic game in godot but a lot of my experience is in blender. Blender has the ability to export 3D images much like a real world 360 camera probably captured the enviroment in this tutorial. Do you think that would be a feesable way to transfer materials and textures from Blender to Godot? Because previously I have been trying to transfer the models via GLTF and have ran into issues with material nodes not transfering 1 to 1 as I am using a lot of procedural nodes in my materials.
I guess if this is an option the elements I would need to exclude would be variables, items that can be picked up or doors and windows that can be opened/closed.
Very cool! Thank you for sharing your knowledge; gonna try making some scenes myself
This almost makes me want to consider godot for my next project (Currently using unreal)
Really great video! Do you think if you import a low poly room with simple textures you can make it look realistic just by tweaking settings inside Godot? Or this textures in the video look realistic because they have "shadows" on the actual texture? (I know that Godot has occlusion (I think its called) to make shadows in the corners.. but it wont look that good right?)
Great question
Why even tho i edited my 3d model color , textures .. but when i run the game it just appears black
Top tier desktop background lol
nice tutorial!!! thank you!
What about exterior scenes
Drone mapping scans or aerial photogrammetry,
Love ur vids, keep up the hard work, I subbed
Looks very cool ❤
As to be expected, another very fine video. Are you actually developing any games currently @Lukky? Or are you just tinkering around?
Time to test and profiling againnn....
Amazing tutorial!
OMG this is amazing!
how about the FPS? i mean in a sizeable map is there any massive FPS drop?
Can be done. Just take care of game world partitioning and use occluders. Godot has efficient 3D-engine. Godot 3 has efficient 3D-engine, not required to run in Godot 4.
But that is for map. For assets in map need to use LOD levels. Optimum is single mesh having 1-3 LOD levels depending on is there many different distances to view asset. Every LOD level should be for asset betweein 1,5x..2x larger on screenspace and it is good to target having each triangle to be in 10-32px range at minimum.
There may be extra LOD level when object is in player hand or shown in cutscene, or 3 three extra LOD levels for distant assets where multiple meshes are combined to single.
Tuning these different LOD levels takes time from artists and it is good idea to model mesh in perfect topology using polygon quads, add extra LOD levels by subdividing and triangelize before exporting to Godot. For photogrammetry assets or creating smaller LOD levels need to have some decimating and retopology.
This is trick how those complex worlds are created without massive FPS drop and process is same every engine.
Final result looks astonishing for libre software.
i may be wrong but it looks like godot 4's auto-lod may have been mangling the model a bit and causing some issues witht the geometry
Amazing video!
thank You So Much
People say that godot is a trash starter game engine
But this video changed that
This was rad!
Lukky could you do a tutorial on a sliding
and thank you
Thank you very much
awesome thank for tutorial
SAY WHAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Is this godot? really...!!!!?
psst, here's a comment for the yt algorythmn. love your videos...
Can we make game like gta 5 in godot
That FOV makes me nauseous
Love it!
It’s really not photorealism. It is just importing a photo scan and calling it a day.
Which is how most games achieve a realistic look
@@harrasika it’s not. good photorealism uses ray tracing along with photos scans so it’s dynamic and true to reality. Most games don’t use ray tracing, but still have sophisticated lighting + photo scans. The key is that the photos scans in both methods use objectively lit models (minimal shadows, mostly fill light)
However in this video, the photo scans are straight up taken from real life. No controlled environment at all. So all the lighting from that specific hour and location is baked into the texture, so it’s extremely limited. Any environment lighting that differs from the photo scan would be very easy to notice and make it far from realistic.
That’s why the vast majority of games would never ever use this method.
Wtf even ue5 takes hour to render in path tracing @@atch300
@@atch300 do you think it's not good. It's actually good for me in My opinion
@@atch300it would not use active ray tracing, lens distortion too much and keep models and materials to baked low poly versions as for games rendering cost may split between joyful game playable in multiple devices and digital garbage. But the video makes to think about baking a indeed photo realistic model. How that would look like. I may experiment about that
Wow.
yoooo troy_en is the kinitopet dev!!!!
In Unity and UDK Crashing engine
is there a way to bake it?
Real Photorealism in UE5
what's your pc specs?
Keyboard model?
Why is my comment being deleted?
Not going to be as photorealistic as UE5
2 fps
@@sporter527 actually on my rx 6600 photorealistic graphics are pretty easy and my gpu is budget ($210) so idk wytab
Wow! its like ) rep+
first
wtf! , why are u calling this low resolution , low poly , no reflection windows realism ?? have u seen unreal ???
Impressive.