I think it makes sense to try your hand at adding hue shifting to the toon lighting code. You could make the shadows shift more towards blue, and the highlights more towards yellow or orange. It's something that's commonly used in pixel art to create more pleasing color palettes.
Hello friend, I have just started studying game creation, but the game of my dreams, which I would like to create, I would like it to have this same aspect. What would you recommend I study to learn how to do something similar? Congratulations on the video! You are incredible! Thank you for your attention!
Hi! Great that you enjoyed the video and are looking to learn something similar! It's hard for me to recommend a strict guide as I don't now your current situation but I would recommend starting some small projects and learning on the way. This helps keep motivation up and a neat goal is always on the horizon. If you want to study something more specific, how development should be done in Unity with its tools and 3D Graphics.
Yeah. 2 Cameras that correct the movement and a render texture between them. I have a separate video on it and the one I use is for sale on the asset store as well.
This is impressive! I am wondering if there is a potential fix for the dithering? It is most distracting when motion is introduced to the scene eg. with the camera rotating or the windmill. Just wondering...
Yeah that has been something I've been thinking about myself for a while but I've come to the conclusion that there is no simple solution for these 3D worlds. The effect when rotating could be worked around with billboarding some elements but you would lose the feel of 3D models. On moving objects currently, I think one would have to do another render that would be applied on top of the one I already have fixing the effect on static objects. This is something I'm looking for answers if someone has an idea how it could be done.
Thanks! When I was creating the trees I ran into this problem for the first time. I ended up looking up a solution that first generated a random point on a mesh by choosing a triangle based on its area; the larger area, the larger chance it would get picked. After this it discarded some points based on if some were too cluttered. I found the name Blue Noise Sampling. For those who want more reading: www.fwilliams.info/point-cloud-utils/sections/mesh_sampling/ Currently I just have a toggle button to run this second step. It's very computationally heavy, so I just do the first step of generating random points and it gives good enough results. I only use the random points step currently.
@@Voyageonyt Ah cool! That's the same technique I finished implementing just yesterday, so I was interested if our directions aligned. I wrote it in GDScript and it was, as you describe, computationally heavy. I have a custom Godot build, so I dropped down to C++ to speed things up. I followed the paper: "Parallel Poisson Disk Sampling with Spectrum Analysis on Surfaces" - John Bowers, Rui Wang, Li-Yi Wei, David Maletz It helped deal with some of the overhead of the minimum distance sampling phase, and provided steps to multithread it better.
@@Voyageonyt Also for leaf and vegetation placement :P I think blue-noise is quite good for natural looking distributions. For leaves, I don't think it matters too much, as the billboard textures kinda hide pure random issues, but for placing more solid elements like rocks, I think min distance is important to avoid overlapping. You could even support multiple object sizes with different radius, although the implementation will be a little more complex. I use a 3D grid to speed up radius checks of neighbouring points, but you could use an octree to support different sizes. At that point, it's basically an efficient physics collision detection structure that just deletes overlaps.
I think it makes sense to try your hand at adding hue shifting to the toon lighting code. You could make the shadows shift more towards blue, and the highlights more towards yellow or orange. It's something that's commonly used in pixel art to create more pleasing color palettes.
That's something I haven't thought about before but now that you say it, I've seen it many times. I'll look into it. Thanks!
You are a life saver.
I tried to find tutorial like yours every where.
Keep it up you are great at what you are doing!
Looks great! Nice modular tools and a beautiful scene 😊
Thank you!
Your work is amazing! Absolutely love the style
I love that little windmill!
End result looks pretty damn good 👌
Hello friend, I have just started studying game creation, but the game of my dreams, which I would like to create, I would like it to have this same aspect. What would you recommend I study to learn how to do something similar? Congratulations on the video! You are incredible! Thank you for your attention!
Hi!
Great that you enjoyed the video and are looking to learn something similar! It's hard for me to recommend a strict guide as I don't now your current situation but I would recommend starting some small projects and learning on the way. This helps keep motivation up and a neat goal is always on the horizon. If you want to study something more specific, how development should be done in Unity with its tools and 3D Graphics.
Good video, the script from trees works suprisingly well as grass. :D
Thanks :D! Abstracting elements from different tools has been satisfying.
looks sick kiitos.
thats awesome
Thanks!
Very cool!
🎯 Key Takeaways for quick navigation:
Creating 3D Pixel Art scene
Modeling hand in Blender
Using custom Shader
Made with HARPA AI
Looks Cool!
Looks Amazing 🔥🔥! ....how did you setup your camera? Do you use 2 cameras wirh a render material or some other solution?
Yeah. 2 Cameras that correct the movement and a render texture between them. I have a separate video on it and the one I use is for sale on the asset store as well.
This is impressive! I am wondering if there is a potential fix for the dithering?
It is most distracting when motion is introduced to the scene eg. with the camera rotating or the windmill. Just wondering...
Yeah that has been something I've been thinking about myself for a while but I've come to the conclusion that there is no simple solution for these 3D worlds. The effect when rotating could be worked around with billboarding some elements but you would lose the feel of 3D models. On moving objects currently, I think one would have to do another render that would be applied on top of the one I already have fixing the effect on static objects.
This is something I'm looking for answers if someone has an idea how it could be done.
Nice! What technique do you use for generating points for the Mesh Instances?
Thanks!
When I was creating the trees I ran into this problem for the first time. I ended up looking up a solution that first generated a random point on a mesh by choosing a triangle based on its area; the larger area, the larger chance it would get picked. After this it discarded some points based on if some were too cluttered. I found the name Blue Noise Sampling.
For those who want more reading: www.fwilliams.info/point-cloud-utils/sections/mesh_sampling/
Currently I just have a toggle button to run this second step. It's very computationally heavy, so I just do the first step of generating random points and it gives good enough results. I only use the random points step currently.
@@Voyageonyt Ah cool! That's the same technique I finished implementing just yesterday, so I was interested if our directions aligned. I wrote it in GDScript and it was, as you describe, computationally heavy. I have a custom Godot build, so I dropped down to C++ to speed things up. I followed the paper:
"Parallel Poisson Disk Sampling with Spectrum Analysis on Surfaces" - John Bowers, Rui Wang, Li-Yi Wei, David Maletz
It helped deal with some of the overhead of the minimum distance sampling phase, and provided steps to multithread it better.
@@denovodavid Cool that we ended up at the same solution :D. What was your use case? Did you find the second step worth the additional computation?
@@Voyageonyt Also for leaf and vegetation placement :P I think blue-noise is quite good for natural looking distributions. For leaves, I don't think it matters too much, as the billboard textures kinda hide pure random issues, but for placing more solid elements like rocks, I think min distance is important to avoid overlapping. You could even support multiple object sizes with different radius, although the implementation will be a little more complex. I use a 3D grid to speed up radius checks of neighbouring points, but you could use an octree to support different sizes. At that point, it's basically an efficient physics collision detection structure that just deletes overlaps.