TOP. That kind of graphic is absolutely mind blowing for me. Love it. Maybe some challenge for you - try to do that in autumn colors incl. falling leaves 😁
Looks great! For recording, I use OBS with hardware video encoding. I have a 1060 in a laptop, and I use "NVIDIA NVENC HEVC" but it might be different depending on your GPU. I can record in 4K 60fps and still run my Godot project just fine :) Give it a try!
This looks amazing! Good job. Never thought of turning 3D to pixel, but I really like the style of it. Might use it for one of my projects, so thank you for the video.😉
@Voyageonyt Hi, love you work. If you don't mind I have some questions. 😄 1) Is there an alternate way to produce the same effect as the trees by t3ssel8r ?? 2) Does your current tree lag on mobile if I were to create a forest scene with it ?? 3) How are the tree leaves animating/swaying ??
Hello and thanks! There is one alternative way I ran into, its the fluffy stylized tree tutorial you can find on youtube. I Discussed this in another comment here. I have not tested it on mobile but you could always scale the amount of leaf meshes. The meshes and shaders are also quite simple. The instanced leaves have a shader attached to them which offsets their vertices with time.
@@Voyageonyt Thank you for the replies xD So I read in one of the comments that you plan to release this asset. Has the asset been released?? I'm excited to test it on my game ^^.
What are you thinking about propixelizer asset ım from turkey and ıts very expensive for me if you have comment about this asset i will feel very happy
I'm kinda doing similar thing. And I'm wondering, why don't you create billboards from trees' geometry instead of instancing? (Pontus Karlsson - Fluffy stylized trees tutorial, using quadmesh-to-billboards shader in Unity) Looks really nice though! Thanks for sharing!
The real reason is that I just came up with this solution first :D. However, when I found that method It looked awesome and thought about switching. I find the benefit with my solution is that I can adapt many different kinds of tree meshes without processing the quads. This comes at the cost of additional leaves and performance cost but I believe its kinda minimal.
The Unity scene is totally fine while recording it just drops the fps in the recording. I have just been using the default settings, I'll try different ones out.
Interesting approach, did you consider just modelling the leaves instead of generating them through the script? If so then what made you script the placement of the leaves instead as opposed to something like using blender's particle system to place them before hand?
Thanks! My vision is to create tools that can use all types of 3D models. If were to model the leaves in blender I would have to do that with each new model. With my method I can import random assets and have them stylized.
Great work! When I use GPU instance to create leaves and then I draw the outlines of my other objects, looks like Unity draws the outlines of the objects that are behind the leaves in front of the leaves, as if the leaves weren't writing to depth buffer... any ideas for a fix? The leaves are opaque, ZTest is Lequal and ZWrite is on...
Hi again and thanks! :D There are some annoying orderings there and when I was dabbling in this the render order didn't feel like a good way of differentiating for what gets outlines as it is a bit hard to give certain objects outlines and render everything in the correct order. I ended up making the outlines object specific and let unity handle them in their own shaders. I would recommend this. I'm not knowledgeable enough on that specific case to give a quick fix.
@@pixboi I didnt use the fallback diffuse but I did try opaque and ztest Lequal + Zwrite on. Maybe this happens because the shader is srp batcher compatible? (even if it is gpu instanced)
@@GULP-dy8fr For sure! There is just some extra overhead of making all of it user friendly so it wouldn't be for free. Probably will release early next year.
Thanks! Yeah the some large parts are drawn over. My aim is to show the 4-6 steps to get similar results. If I were to dive deep into 3d modeling, Instantiating, Toon shaders, leaf shaders and the mesh point algorithm it would end up quite dull and over an hour long. Currently I'm also really busy with my studies and wouldn't have time to create this so here we are :D I'll happily answer any questions you have though.
TOP. That kind of graphic is absolutely mind blowing for me. Love it. Maybe some challenge for you - try to do that in autumn colors incl. falling leaves 😁
this is sublime 🥺
wow i really like that style, thank you for the video and goodluck with your game/channel :)
Thank you!
Nice job, it looks great😎
Awesome video! Keep making things like this!!
Good job, please keep these videos up.
Thank you! Will do.
I love the result!
Thank you!
Looks great!
For recording, I use OBS with hardware video encoding. I have a 1060 in a laptop, and I use "NVIDIA NVENC HEVC" but it might be different depending on your GPU. I can record in 4K 60fps and still run my Godot project just fine :) Give it a try!
Thanks! I'll be reading into that for sure. There's so much new stuff to learn with all this :D
Very cool video, keep it up!
Thanks! :D
This looks amazing! Good job. Never thought of turning 3D to pixel, but I really like the style of it. Might use it for one of my projects, so thank you for the video.😉
This is so cool
Thanks!
Is that the smiths at the end lol hell yah
keep going bro ❤
Amazing.
Thanks!
@Voyageonyt Hi, love you work. If you don't mind I have some questions. 😄
1) Is there an alternate way to produce the same effect as the trees by t3ssel8r ??
2) Does your current tree lag on mobile if I were to create a forest scene with it ??
3) How are the tree leaves animating/swaying ??
Hello and thanks!
There is one alternative way I ran into, its the fluffy stylized tree tutorial you can find on youtube. I Discussed this in another comment here.
I have not tested it on mobile but you could always scale the amount of leaf meshes. The meshes and shaders are also quite simple.
The instanced leaves have a shader attached to them which offsets their vertices with time.
@@Voyageonyt Thank you for the replies xD
So I read in one of the comments that you plan to release this asset. Has the asset been released??
I'm excited to test it on my game ^^.
Love your videos! Cheers from Ukraine!
Thank you very much!
Nice video. The lagging might be because of uncapped framerate stealing all GPU resources that would be used for the recording.
I'll look into it. Thanks!
What are you thinking about propixelizer asset ım from turkey and ıts very expensive for me if you have comment about this asset i will feel very happy
I have no experience with this asset, so I can not comment on it either direction.
I'm kinda doing similar thing. And I'm wondering, why don't you create billboards from trees' geometry instead of instancing?
(Pontus Karlsson - Fluffy stylized trees tutorial, using quadmesh-to-billboards shader in Unity)
Looks really nice though! Thanks for sharing!
The real reason is that I just came up with this solution first :D. However, when I found that method It looked awesome and thought about switching. I find the benefit with my solution is that I can adapt many different kinds of tree meshes without processing the quads. This comes at the cost of additional leaves and performance cost but I believe its kinda minimal.
@@Voyageonyt Interesting, thank you! ^_^
for recording enable vsync in the game window if you aren't
The Unity scene is totally fine while recording it just drops the fps in the recording. I have just been using the default settings, I'll try different ones out.
@@Voyageonyt yah same with me but in the game tab where you choose the aspect ratio the vsync option there solved it for me when i was recording
Will try it out! Thanks@@A.Ah-med
Interesting approach, did you consider just modelling the leaves instead of generating them through the script? If so then what made you script the placement of the leaves instead as opposed to something like using blender's particle system to place them before hand?
Thanks!
My vision is to create tools that can use all types of 3D models. If were to model the leaves in blender I would have to do that with each new model. With my method I can import random assets and have them stylized.
Nice😮
Great work!
When I use GPU instance to create leaves and then I draw the outlines of my other objects, looks like Unity draws the outlines of the objects that are behind the leaves in front of the leaves, as if the leaves weren't writing to depth buffer... any ideas for a fix? The leaves are opaque, ZTest is Lequal and ZWrite is on...
Hi again and thanks! :D
There are some annoying orderings there and when I was dabbling in this the render order didn't feel like a good way of differentiating for what gets outlines as it is a bit hard to give certain objects outlines and render everything in the correct order.
I ended up making the outlines object specific and let unity handle them in their own shaders. I would recommend this. I'm not knowledgeable enough on that specific case to give a quick fix.
Your leaf shader must write into the depth buffer, this is easy with standard shader, just put addshadow to pragmas
@@pixboi already tried that, but for some reason my shader isn't writing to depth buffer... probably due to it being GPU instanced...
@@DcCoO try adding Fallback "diffuse" and draw q to opaque
@@pixboi I didnt use the fallback diffuse but I did try opaque and ztest Lequal + Zwrite on.
Maybe this happens because the shader is srp batcher compatible? (even if it is gpu instanced)
Hey, just asking but is this an update to the critter camera or just this your own mod of it?
cheers
Hi, I am using that asset for pixelating the world :) . This is not planned as an update but as something modular and independent.
@@Voyageonyt
would you ever release it to the public?
@@GULP-dy8fr For sure! There is just some extra overhead of making all of it user friendly so it wouldn't be for free. Probably will release early next year.
sweet man, looking forward to it@@Voyageonyt
U have my subb
Thank you sir! Will not disappoint!
Would this work for godot?
better than tessl8r but also r/therestofthefuckingowl
Thanks!
Yeah the some large parts are drawn over. My aim is to show the 4-6 steps to get similar results. If I were to dive deep into 3d modeling, Instantiating, Toon shaders, leaf shaders and the mesh point algorithm it would end up quite dull and over an hour long. Currently I'm also really busy with my studies and wouldn't have time to create this so here we are :D
I'll happily answer any questions you have though.
Why do amazing tutorials like this have this lightspeed mouse? I cannot understand anything, tutorials needs to be slow!
Lower playback speed if u need to
@@snick9314 of course I've done it but it's still not slow as it should be.