Terrain3D v0.9.3a New Features - Tutorial 3

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  • เผยแพร่เมื่อ 28 ธ.ค. 2024

ความคิดเห็น • 119

  • @Xtalonthorne
    @Xtalonthorne หลายเดือนก่อน +43

    You guys are really pushing Godot environments! Thank you for your hard work!

  • @eignatik
    @eignatik หลายเดือนก่อน +21

    Gotta say, big kudos for enabling others developers with your plugins! And best of luck with the game going forward!

  • @onerimeuse
    @onerimeuse หลายเดือนก่อน +8

    Tha k you guys for deciding to incorporate your proprietary system into the broader godot ecosystem!

  • @rationalrama
    @rationalrama หลายเดือนก่อน +9

    Been using Terrain3D for some of my personal projects and I quite like it! The few complaints/wishes I had about it seem to have been addressed in this version. Great job you guys! I'll continue to follow this project in the future.

  • @BertrandBordage
    @BertrandBordage หลายเดือนก่อน +6

    Awesome performance, this opens so much possibilities in Godot! The amount of work you have spent just on optimization must be enormous 😲

  • @hanslindo
    @hanslindo หลายเดือนก่อน +2

    You and your team are the cream of the crop among Godot contributors

  • @TrizZzle
    @TrizZzle 25 วันที่ผ่านมา

    You guys are doing an excellent job! Can't wait to see Sky3D and will try your demo.

  • @friendlyfox2189
    @friendlyfox2189 21 วันที่ผ่านมา

    finally been waiting for updates!!! You guys are amazing!!!!!!!

  • @nowherebrain
    @nowherebrain 2 วันที่ผ่านมา

    asside from the asset store addition, which doesn't matter to me, but is good for a lot of beginners...
    these updates are very good from a use perspective...good stuff.

  • @rapidvectors
    @rapidvectors หลายเดือนก่อน +1

    This is awesome! Terrain3D is amazing and just gets better with every update, thank you so much for your hard work. I can't wait for your Sky3D plugin too 🤩 and I will definitely download your demo for Out of the Ashes, I can't wait!!!

  • @choca_213
    @choca_213 หลายเดือนก่อน +2

    Started making a rather large game with some mates (our first game yet) and as the one in charge of the world building, your work has become invaluable. Thanks a lot

    • @mirzaaljic
      @mirzaaljic หลายเดือนก่อน

      I know this is unrelated to the video, but in case you guys need an original music composer for your game, feel free to reach out!

    • @choca_213
      @choca_213 หลายเดือนก่อน

      @@mirzaaljic Thanks for the offer but we already have someone 👍

  • @VojtechLacina
    @VojtechLacina หลายเดือนก่อน +2

    Thank You so much for this addon. Missing terrain in Godot was hard for me to manage through importing it from Blender. And I can say it's very polished to use. Looking forward for the sky system!

  • @KuyaPoy-07
    @KuyaPoy-07 21 วันที่ผ่านมา

    I am currently using your plugin for my game. Thank you very much for your work.

    • @TokisanGames
      @TokisanGames  21 วันที่ผ่านมา

      Make sure to get it on our games list when you have media.

  • @Miralupa42
    @Miralupa42 หลายเดือนก่อน

    Thanks for your work ! This kind of 3d projects were unthinkable two years ago ! A LOD feature for instanced meshes plus a brush option would roughly match the feature quality of unreal terrains.

    • @TokisanGames
      @TokisanGames  หลายเดือนก่อน

      Look at issue #43 for planned instancer features, including LODs. What is a "brush option"?

    • @Miralupa42
      @Miralupa42 หลายเดือนก่อน

      @@TokisanGames Yeah I hope the dev of those features are not hell, but the future is bright for the grass with the future refactoring of the rendering engine that will allow GPU buffer manipulation ^^.
      A brush is a personal mix of instanced meshes, like 70% grass 20% flower1, 10% flower2. I may have hallucinated if it's not in unreal terrain (it's 100% in PCG) but it's a really useful landscaping tool to avoid frantically jumping between 10 variations of grass instanced meshes and also natively avoid collision.

  • @PriUni-cm
    @PriUni-cm หลายเดือนก่อน

    Love you guys making godot even better to use

  • @user-rx3xl7zn1u
    @user-rx3xl7zn1u หลายเดือนก่อน +1

    Wow! It's been a while since I checked on your development. This is awesome!

  • @PaulMenefee
    @PaulMenefee หลายเดือนก่อน

    Absolutely impressive! I simply can not thank you enough for your contribution to Godot and look forward to supporting Out of the Ashes.

  • @CatzHoek
    @CatzHoek หลายเดือนก่อน

    Wow, fasacinating
    Thanks for all your work on this, for everyone to benefit from. What a priceless contribution.

  • @ThantiK
    @ThantiK หลายเดือนก่อน

    Absolute banger of a team. You guys are amazing. This might actually put some of my ideas within reach as a singular developer - I can bring on more people later, but I can't get people to believe in a concept if I can't produce the concept. You guys are incredible.

  • @for-the-sake-of-it
    @for-the-sake-of-it หลายเดือนก่อน

    That alpha stamping demo was awesome, really cool work flow, cant wait to try it

  • @ivanshiek
    @ivanshiek 3 วันที่ผ่านมา

    This is an awesome tool! Thank you!

  • @donaldwestmoreland4381
    @donaldwestmoreland4381 หลายเดือนก่อน

    You talented folks are so awesome with what you are giving to the community. Thank you so much.

  • @Ignawesome
    @Ignawesome หลายเดือนก่อน

    Amazing piece of software. Really just adding horizon mountain ranges is enough for me to have it in every project, even if I'm just doing a tiny outdoor area.

  • @michaeljburt
    @michaeljburt หลายเดือนก่อน

    Big fan of the project, it's awesome to see C++ development within Godot's GDextension framework.

  • @mirzaaljic
    @mirzaaljic หลายเดือนก่อน

    I am not a developer but I gladly follow any updates to this. I mod games from time to time and I love map editing as a hobby, and Terrain3D is really cool!

  • @ZZKJ396
    @ZZKJ396 หลายเดือนก่อน

    Love it, great work!

  • @cultofape1000
    @cultofape1000 หลายเดือนก่อน

    Amazing progress!

  • @ayzhol9620
    @ayzhol9620 หลายเดือนก่อน

    Bloody hell. This is amazing.

  • @oepoepoepoe
    @oepoepoepoe หลายเดือนก่อน

    really amazing work, and it will only get better

  • @midgardsorm
    @midgardsorm หลายเดือนก่อน +1

    Lets GOOO :) You guys are heros

  • @porkyorcy1715
    @porkyorcy1715 หลายเดือนก่อน

    YESSSS AWESOME!!!! i've been thinking of a project i wanna do using terrain3d recently, thank god it's in the asset library now XD

  •  18 ชั่วโมงที่ผ่านมา

    You're doing amazing work guys, please add donate button somewhere else. I recently discovered your amazing tool but I believe you need detailed lessons of the plugin. e.g short cuts, all settigs etc.

    • @TokisanGames
      @TokisanGames  2 นาทีที่ผ่านมา

      Thanks. Please wishlist our game on steam.

  • @gamecoder77
    @gamecoder77 24 วันที่ผ่านมา

    Thank you very much guys. keep it up !!

  • @jankubierecki8938
    @jankubierecki8938 หลายเดือนก่อน

    absolute legend, thank you

  • @RoSRevivalOfficial
    @RoSRevivalOfficial หลายเดือนก่อน

    I'm impressed I love what you guys are doing, truly a legend, thank you.

  • @3amael
    @3amael หลายเดือนก่อน

    This is so cool, amazing work!

  • @foyezes
    @foyezes หลายเดือนก่อน +1

    amazing work

  • @waterfill7925
    @waterfill7925 หลายเดือนก่อน

    Amazing!!! thanks for the plugin!

  • @Lucas-gg9yb
    @Lucas-gg9yb 28 วันที่ผ่านมา

    Looks great!
    You are using the multimesh instance from Godot without optimizations for the foliage or you implemented some optimization?

    • @TokisanGames
      @TokisanGames  28 วันที่ผ่านมา +1

      MMIs broken up into a grid as shown for culling. Planned improvements tracked in issue 43 on github. Some have used a partial shader instead.

  • @rahmanlinux9602
    @rahmanlinux9602 หลายเดือนก่อน

    Thank You verymuch!!!

  • @temhirtleague-chess
    @temhirtleague-chess หลายเดือนก่อน

    Legends! Thank you for making this amazing tool. I have been working with it and its performance is unparalleled. It would be great if you could do a video explain the code generation for code based texturing and procedurally generated 'infinite' terrain. And please make the sky plugin have clouds and weather we can fly through.

  • @Talktodiv
    @Talktodiv หลายเดือนก่อน +3

    Thank forrrr day night system

  • @lcdcstudios
    @lcdcstudios หลายเดือนก่อน

    love these videos!

  • @chmurzasty827
    @chmurzasty827 25 วันที่ผ่านมา

    This is excelent! You did an amazing work with this tool.
    I was wondering if texture painting and asset instancing would work on an imported mesh? (handsculpted terrain) Or the only way for it to work is to bake height map of this terrain and use it the tool?

    • @TokisanGames
      @TokisanGames  25 วันที่ผ่านมา +1

      Thanks. Our texturing and instancing only work on our terrain mesh.

  • @livingsouloftimestudio2887
    @livingsouloftimestudio2887 หลายเดือนก่อน

    APPRECIATE YOU!

  • @JohnStonexDj
    @JohnStonexDj หลายเดือนก่อน

    I must upgrade! :o

  • @עומראשכנזי-ז5ז
    @עומראשכנזי-ז5ז หลายเดือนก่อน

    Wow just wow😮

  • @antonmartynenko4171
    @antonmartynenko4171 หลายเดือนก่อน

    region size can be changed now. thank you!

  • @FR3NKD
    @FR3NKD หลายเดือนก่อน

    Love the thumbnail 😏

  • @林峰-d4m
    @林峰-d4m หลายเดือนก่อน

    太酷了辛苦开发

  • @kmouratidis
    @kmouratidis หลายเดือนก่อน +1

    Now do another 10x for the max supported terrain size and 1:1 country maps are possible 🙂

  • @nightcorerock2997
    @nightcorerock2997 หลายเดือนก่อน

    first of all, I was kinda upset at the update since I didnt know what the directory was and just lost hours of work. But after watching these tutorials, I'm very impressed by the update and the work you guys put in.
    Second of all, I was exploring this plugging by myself mostly and put a lot of meshes on my project. Problem is, they dont have collision. I tried to fix it that by going into my meshes and adding collisionshape and all that. But still no collision detected. Anyway to fix this on the pluggin? or is it just a user, me, being stupid and not knowing how to fix it?

    • @TokisanGames
      @TokisanGames  หลายเดือนก่อน

      The docs explained the new installation process with a directory, and upgrading. The instancer page explains the limitations of it. Instances do not have collision in Godot by design. We will generate collision in the future. Follow issue 43 on our github for planned updates.

  • @miusoft
    @miusoft หลายเดือนก่อน

    Woow 😍

  • @tje.o.a5477
    @tje.o.a5477 หลายเดือนก่อน

    This will be interesting to figure out how to make my map with this!
    is updating as easy as uninstalling and then reinstalling?

    • @TokisanGames
      @TokisanGames  หลายเดือนก่อน +1

      Generally yes. Sometimes data needs an update. Read the release notes and upgrade docs for specific instructions each time.

  • @quasifex3869
    @quasifex3869 หลายเดือนก่อน

    Is it possible to paint instances and meshes with random rotation and scale? And change the amount of randomness?
    Also, I think it would be useful feature to let user create custom object sets with specific meshes in it. For situations when I want to place only the rocks or only the small bushes.

    • @TokisanGames
      @TokisanGames  หลายเดือนก่อน

      Look at all of the settings on the bottom bar for transforms. They're shown even in this video briefly. You can select and place any single mesh asset, rock or bush doesn't matter.

    • @quasifex3869
      @quasifex3869 หลายเดือนก่อน

      @@TokisanGames They were shown too briefly at x1.5 I didn't noticed. Anyway, just checked the plugin and found it.
      But I think you misunderstood me about object sets. Let's say I want to create a list of specific meshes - [tree0, tree7, tree69]. This list uses meshes already loaded in the project. So, after creating this list I can paint all of the meshes in this list, and only them, at the same time. Don't need to select single asset and place only that asset. Blender has feature like this. It will make placing assets faster and add some natural randomness. I hope you understand, sorry english is not my native language.

  • @elalex78able
    @elalex78able หลายเดือนก่อน

    Lovely add on for Godot. I have a question. Is it possible to build a whole planet with Terrain 3d (of course inside the limits of size you have). I want to create a planet that you can walk all around and come back to the same place. Thanks 🙏.

    • @TokisanGames
      @TokisanGames  หลายเดือนก่อน

      No, only flat worlds. Use Zylann's voxel terrain for planets.

  • @omercemcicekli6878
    @omercemcicekli6878 15 วันที่ผ่านมา

    One question, does cells create separate multi mesh instances for frustum culling? What I mean is for example if I use grass mesh for 256x256 region will plugin create multiple multi mesh instances or just one?

    • @TokisanGames
      @TokisanGames  15 วันที่ผ่านมา

      One MMI per cell per mesh type. When LODs are implemented, one MMI per cell per mesh type per LOD. Can be culled by distance, frustum, or occlusion. Instancer cells are 32x32m.

    • @omercemcicekli6878
      @omercemcicekli6878 15 วันที่ผ่านมา

      @@TokisanGames Got it! Thanks!

  • @vorongo
    @vorongo 16 วันที่ผ่านมา

    Hello!
    I’ve encountered a bug in your add-on. When I use a MeshInstance3D for a rock and change the terrain textures (e.g., repainting grass or a path), the rocks suddenly shift upward, as if the terrain height is being modified. However, I’m not changing the height at all.
    Could you please advise what might be causing this? Is there a workaround for this issue?

    • @TokisanGames
      @TokisanGames  15 วันที่ผ่านมา +1

      If it shift to the height offset set in the mesh asset in the asset dock, that's a bug where painting is calling update_transforms() and it should only do so when sculpting. You can set the mesh height offset to what you want. See issue #544. If it is something else, the specific circumstances and symptoms need to be looked at. Discuss more on either github or discord, not here.

  • @NecroDes
    @NecroDes หลายเดือนก่อน

    Is it possible to use this plugin to create a procedurally generated terrain with caves or floating islands that the player can dig or is it only suitable for static terrain?

    • @TokisanGames
      @TokisanGames  หลายเดือนก่อน

      Our API can be used for procedural generation. For runtime user editable caves you need a voxel system. Use Zylann's voxel terrain.

    • @NecroDes
      @NecroDes หลายเดือนก่อน

      @@TokisanGames Thanks for the reply. You have a great plugin, keep up the good work

  • @tomashutchinson2025
    @tomashutchinson2025 21 วันที่ผ่านมา

    You guys should consider adding an option for real-world terrain data, Like blenderGIS

    • @TokisanGames
      @TokisanGames  21 วันที่ผ่านมา +1

      You can already import heightmaps and satellite imagery. You may need to convert it to PNG/EXR. Supporting GIS native formats, or live downloading are possibilities down the road.

  • @klaus9503
    @klaus9503 หลายเดือนก่อน

    Is it possible to increase the resolution of the depth and texture maps but keeping the actual region size the same? I tried increasing the region size and scaling down the whole terrain, but scaling does not work.

    • @TokisanGames
      @TokisanGames  หลายเดือนก่อน

      You can put in any size of texture you want up to 16k, and scale them as large or small as you want with the texture asset uv scaling. Region size is entirely independent of textures painted on the ground.

  • @pranitrock
    @pranitrock หลายเดือนก่อน

    i was wondering that foliage would be best with multimesh.

    • @TokisanGames
      @TokisanGames  หลายเดือนก่อน

      You can do foliage as mesh objects or instances. They look the same. The difference is in performance and level design.

  • @ordemeprogresso4
    @ordemeprogresso4 หลายเดือนก่อน

    I'm using Godot on mobile and I downloaded the plugin from the Godot store and it gave an error in some files that I think are the brushes, because they didn't appear to be selected and so I can't paint or modify the terrain

    • @TokisanGames
      @TokisanGames  หลายเดือนก่อน

      You'll need to come into our discord for support. Mobile is still experimental, so be prepared to do testing and troubleshooting, and providing logs and info.

  • @4D_Venom_Gaming
    @4D_Venom_Gaming 11 วันที่ผ่านมา

    Bro not one two actually, i am also using your plugin in godot 4 and designing my 3rd fps game in android❤❤

    • @TokisanGames
      @TokisanGames  11 วันที่ผ่านมา

      Thanks for letting me know.

  • @cryptidpog
    @cryptidpog 18 วันที่ผ่านมา

    can you help me real quick? How do I actually call methods from Terrain3DData? For example getting the texture for footstep sounds. I can't see to figure it out. Thanks in advance

    • @TokisanGames
      @TokisanGames  18 วันที่ผ่านมา +1

      var terrain:Terrain3D = $Terrain3D
      terrain.data.get_texture_id(position)
      Read through the code in the demos, and maybe work through Godot coding tutorials to learn the basics.

  • @pranitrock
    @pranitrock หลายเดือนก่อน

    I am developing game and using Terrain 3D inside of my Meta Quest 3 and I am developing a XR game.

  • @entergamingvn7186
    @entergamingvn7186 หลายเดือนก่อน

    this plugin does support for endless terrain?

    • @TokisanGames
      @TokisanGames  หลายเดือนก่อน

      No there are finite boundaries. Depending on settings, +/-32768m. You'd need a double precision engine build to be effective beyond that anyway. Streaming is not built in anywhere yet.

  • @qingyun6005
    @qingyun6005 หลายเดือนก่อน

    Sorry, I still haven't learned how to handle the texture of the slope. The texture has been stretched.

    • @TokisanGames
      @TokisanGames  หลายเดือนก่อน

      Textures spread between vertices. Steep cliffs stretch vertices. See the wireframe mode to understand. To not stretch the texture, don't have 90 degree tall cliffs. Make them 70-80 degrees, and sculpt bumps, terraces, and ridges. In a future release we will have 3D projection that will address this.

  • @godkekliveshere431
    @godkekliveshere431 หลายเดือนก่อน

    oof a AAA game in godot will be mind blowing i will admit that

  • @JorgeFlores-ck8bp
    @JorgeFlores-ck8bp หลายเดือนก่อน

    Can I use World Machine Height map as an input to the plugin ?

    • @TokisanGames
      @TokisanGames  หลายเดือนก่อน

      Yes, we can import heightmaps from any tool. Textures are possible if you write a conversion script.

  • @Eyeinsky
    @Eyeinsky หลายเดือนก่อน

    Are Instance LOD's going to be a thing?

    • @TokisanGames
      @TokisanGames  หลายเดือนก่อน

      Yes, eventually

  • @mrnormal7554
    @mrnormal7554 หลายเดือนก่อน

    I've not started learning game development yet, and will start in the coming future, I got a question -
    I like how Godot is free and open source and great games are being developed using it.
    But I doubt whether Godot can make mobile games like Unity does - games like Subway Surfers, Temple run, and also games like - Farmville.
    Will Godot limit myself from making games that can be developed using Unity?

    • @TokisanGames
      @TokisanGames  หลายเดือนก่อน +1

      Godot can easily make 2D games on mobile or desktop.

    • @mrnormal7554
      @mrnormal7554 หลายเดือนก่อน

      @TokisanGames thanks for your response ❤️

  • @dino_skibidi
    @dino_skibidi 23 วันที่ผ่านมา

    i can not find on assest lib

    • @TokisanGames
      @TokisanGames  23 วันที่ผ่านมา

      It's there, as shown in the video. I just loaded Godot 4.3 on my computer and verified it's there as well.
      godotengine.org/asset-library/asset/3134

  • @tonywalker8030
    @tonywalker8030 หลายเดือนก่อน

    Would this work with redot ?

  • @VijayKotekal
    @VijayKotekal หลายเดือนก่อน

    Please tell me how to if I add a road to my terrian how??? And how to level up the terrian hight as hight or road???

    • @TokisanGames
      @TokisanGames  หลายเดือนก่อน

      Manual sculpting, or build a tool and use our API to adjust. There is a godot road plugin that could be adapted. Build the tools you need, like we do.

    • @VijayKotekal
      @VijayKotekal หลายเดือนก่อน

      @TokisanGames i never tried building new tool but..... I'll try...

  • @VijayKotekal
    @VijayKotekal 16 วันที่ผ่านมา

    Is it optimised for mobile?

    • @TokisanGames
      @TokisanGames  15 วันที่ผ่านมา +1

      Read the supported platforms doc. It works with the mobile renderer and is faster than any GDScript terrain. But you can still be wasteful with your resources. Understanding and optimizing all systems in the engine is still your responsibility.

  • @ThomasMorrow-yf2bh
    @ThomasMorrow-yf2bh หลายเดือนก่อน

    Not sure if this has been fixed, but not being able to use textures without converting them is BS. If it's usable in godot 4 than it should just work.

    • @TokisanGames
      @TokisanGames  หลายเดือนก่อน +1

      We've allowed the use of unpacked textures for many months. It gives subpar results as you'll have no height blending or roughness.

  • @GeneralChrisGaming
    @GeneralChrisGaming หลายเดือนก่อน

    Rip i got to use my advance mobile knowledge to use key on my phone x)

    • @GeneralChrisGaming
      @GeneralChrisGaming หลายเดือนก่อน

      Hmmm I'm noticing this plugin crashing a lot godot freezing godot and causing godot to close all tabs and more like corruption maybe I'm doing something wrong I'll recheck docs later i guess

  • @celumusasmoke271
    @celumusasmoke271 11 วันที่ผ่านมา

    This is the best addon for me so far🥹