It took me a while to understand that even at 100 strength the spray tool is pretty weak, I thought it was broken and spent an hour trying to figure out why.
You can increase the strength of most settings beyond the slider max. However, you cannot decrease it so when you need subtlety you want the lower end of the range.
Read both installation and troubleshooting in the docs, or come into discord for support. Can't help here. Make sure you're downloading the binary release zip file, not source code.
If I enable Shadows in my Directional Light, the Shadows on my terrain are flickering with white spots. If I enable volumetric fog in my world enviroment the flickering is gone ... if I enable the normal fog it is flickering.
The Godot renderer occasionally has fireflies that appear on many meshes. If its a serious issue come in to our discord or file an issue on our github with pictures or video so we can see.
I don't understand the question. If you want to make it not-infinite, change the Material / WorldBackground to None. Look at Tips in the docs to make it smaller.
@@vRV379 I'm sorry, I still don't understand. HTerrain is a different plugin written in gdscript. Our mesh is lighter but our shader is probably heavier.
@@TokisanGames i have one more dout when i trying to add Texture in Godot 4 it was shoing Wariing The working is:- core/io/image.cpp:2496 - Loaded resource as image file, this will not work on export: 'res://matirials/terrin/sand/DefaultMaterial_BaseColor.png'. Instead, import the image file as an Image resource and load it normally as a resource Plase slove it or make Full tutorial For make terring and How to use all options.
Using the exact same textures used in the video and the demo I noticed differences especially in the grass. The original grass for example is way more reflectiv. Comparing the pngs from the demo vs. those created by the automatic packer and even those packed by me manually using gimp there are noticable differences. Is there something you did with the textures when packing that is different in the video (or in the demo) to make them look better? I'm am fairly new to the world of textures not sure what are best practices, for example when the grass is somehow too shiny.
In Material/Debug Views, enable Texture Rough. It should be mostly white. The default roughness texture is middle grey, which is too glossy for ground cover. Best practice with textures is to experiment, learn, and think about the textures so you can develop experience and understanding. Dirt or ground cover should not be shiny unless it's wet. Adjust your textures however you like before packing them.
@@TokisanGames Thanks for the quick answer! I tried replicating the changes you made in gimp but without success. Now that I know for sure that you adjusted the textures, I am way more confident in playing around. I didn't expect at first that a material ready for download had to be adjusted to not be that shiny. Congrats on the new release btw! The detiling works great compared to the UV rotations, and the mesh instancing looks promising, especially with the future plans mentioned in the docs!
Can you tell me a little about what kind of black magic you used to get this running so smoothly? I’ve been trying to render voxel meshes myself, and the rendering performance was abysmal. I played a round with voxel_godot and noticed that it uses neither greedy meshing nor occlusion culling (by default) and yet it still renders very quickly, despite pushing hundreds of thousands of primitives onto the screen… How?
You'll have to look through the code to understand how, or chat with Zylann. I haven't worked with him on voxels for a number of years. I'm working on Terrain3D and Out of the Ashes.
Materials blend using the height texture if height blending is enabled (default) and you've put height textures into the files, and you're blending with the spray brush using a moderate value. If you're referring to blend based on Y-axis value, they don't. They blend based upon slope using the autoslope setting, which also has a height reduction to reduce by Y axis.
No, there's already a road plugin for Godot. Won't take much work for it to snap to the ground if it's not already native. We already have a slope tool for sculpting flat, angled ground and paths.
Great plugin. Very well done. In case anyone prefers, you can also use tools to automatically channel pack your textures. You can make a quick batch script to automate channel packing the textures. I'm using the portable version of ImageMagick. Here's the command to pack for reference: "magick normal.jpg rough.jpg \ -alpha off -compose CopyOpacity -composite result.png"
Core devs often break the engine during development. 4.3 is not supported until it is stable. Development branches are only for advanced devs capable of self support. This is likely due to clayjohn inverting the depth texture.
is there a way to use the sculpting tools in-game for a map editor? I found the class Terrain3DEditor but there was no documentation for it. I tried the function void start_operation(position: Vector3) but that didn't seem to work.
The whole Godot editor is a Godot game. Our editor.gd is a script running 'in game" that you can look at. All of our classes are documented in the online docs. Built in documentation is not possible with GDExtension at the moment.
Sure, or use the Godot Road Generator, but neither have anything to do with Terrain3D. Enable our editor collision so whatever other utility can snap to the ground.
@@JohnStonexDj If you want to use Path3D you of course need additional code. I assumed you knew it's just a barebones math class. It doesn't generate meshes. You'd need to generate your own mesh, and provide snapping functionality. Eg Waterways does this, uses Curve3D, generates meshes, snaps to ground colliders. If you want a no code option, use CSG or the plugin I mentioned. Regardless these are independent of Terrain3D. They'll just query the terrain via code, the same as any mesh, though we provide more options in our Integrating with Terrain3D documentation.
@@TokisanGames Thanks for answer so quickly.Yes I know that path 3d dont generate a mashes. I built a CSG around my path 3d so I have my street network template for painting it on the terrain. I`m a coding newbie but I saw Terrain 3D brings extra library for raycast stuff. Will read the documentation about it one day. The KI told me when I want to use the Terrain 3D library I have to write "Import Terrain3D" but Godot marks this red because Terrain3D and my path3d are not in the same folder ... I dont get it <- I`m a big newbie
I have never been more overwhelmed than trying to understand this texture packing process. Why aren't there libraries of texture packs ready to go? Also I really don't want to have to download GIMP. I haven't used GIMP since I learned Photoshop.
Frankly it's such a common gamedev practice across all engines that it behooves you to learn it. Every 3D model or asset pack you've bought or downloaded has come with channel packed textures. Photoshop doesn't handle alpha channels well, but there's a built-in tool for packing in the Terrain3D Tools menu. Texture packs come as individual files so you the gamedev can pack them how you want for the material you are creating. Our selection of maps and packing is different than might be used in another environment. It's not the texture creator's job to guess how you want your textures packed or pack them 5 different ways to cover every possibility. It's a reasonable expectation that the gamedev will spend 2 minutes and pack them as they need.
@@TokisanGames I'll just have to do it a few times to get used to it. I'm just glad there are tutorials like yours that put it in plain English for people like me. Thanks so much.
It tells you the exact problem. All textures must be the exact same format per the docs. Your albedo texture format of the third set (ID 2) doesn't match the first (ID 0). You can lookup formats 19 and 22 in the Godot Image docs. We can help more effectively on discord.
@@TokisanGames I have the same problem as him but i used exactly the same settings that you have shown here, tried with both png and dds it gives same result. When i try to use it in new project it works without problem.
@@vranigavrani Then you have the same cause for the problem. You've added a new texture that doesn't match the existing format. If you are adding textures to the demo, they are currently using BPTC, not DXT5. You can see that in the inspector, and the Import settings. Check HQ on the import panel. Read the docs and come to discord for help.
@@TokisanGames I misunderstood at the first i tho my texture is the problem but after some time i figured it must be Godot import settings. Thanks man, after some tweaking in import settings i got it to match existing textures and it worked. Great tool, going to try build something out of it and see how it goes.
Impressive addon but also great work on the documentation and video tutorials, it's really professional! I'm especially happy that the latest version added vertex spacing for low poly worlds. Do you recommend low poly worlds use low resolution textures or decreased UV scale (or both)? Part 2 mentions using one or the other, but I have no idea what are the advantages or performance differences.
Probably both, but I'm not targeting low poly worlds so am not an authority on the subject. I'd say try them both out and let actual experience guide you.
why do we have to do soo much just to get a texture into this game engine? what are the other options? I'm coming from unreal engine 5 and this is total BS godot....
It wasn't Godot's choice, it was mine. In UE, you spend time wiring up texture channels to create your material. Here you spend that time directly packing the files. Every game engine uses channel packed textures, and every gamedev needs to learn how to do it, for far more than terrain. We've had a built in channel packer for months so you don't even need to use Gimp. If you can't be bothered to spend the 2 minutes and are going to be rude, use one of the other inferior terrain systems, write your own, or use UE5; it's a great engine.
is it possible for this to work with compatibility renderer? I am working on a platform that can't run on mobile or forward+ without stuttering and materials flickering in and out of existence.
Hey there! Thanks for the amazing plugin! Can you please explain how to use the new channel packer tool? I couldn't find a description of how to use it in tbe docs
First understand what you need by reading the texture doc and this video. Albedo+Height, Normal+Rough. Then this tool should be self explanatory. Add albedo and height textures to be combined, and normal and rough. Come to discord for help.
Great job! Btw is there a way to set the max fps while editing? I noticed you have over 1100fps at times which seems a bit unnecessary. Thanks for a great video!
Settable in Godot, or in your GPU driver, nothing to do with Terrain3D. Read comments on godot proposal 8607. You're not seeing actual FPS. Also look at a monitor like taskmanager to see how much GPU is actually utilized.
Can you maybe explain why there's the 16k limit? I'll bet it's max texture size of 16384x16384 that is the limit, but I don't see why height data couldn't be passed as float array instead (now that GD4 supports it)..
That's what is currently implemented. You can access more right now with vertex spacing. We're using texture arrays, which support up to 2048 layers on modern cards. With a 1k region size, 45km^2 could be supported without much work, and 90km with 2k region sizes. However, to be practical, Godot needs to finish supporting 64-bit ints, and working above 16km you really need a double precision build. Follow issues #77 and 159.
You get exr or r16 heightmaps from other third party tools and import them here. Or you can draw your own terrain here and export them. Read the import/export document.
For people having their terrain turn white when they try to add more than one texture: Your texture format, as far as I know, must be a BPTC_RGBA png. So your reimport settings for the texture you want to use should look like this: Mode: VRAM Compressed High Quality: On Normal Map: Disabled Mipmaps Generate: On These seem to be the only settings that matter for getting it to work.
The documentation explains what is needed in detail. BPTC is needed only for the demo because the existing two textures are BPTC. When you create your own project you can put in any textures. The requirement is that all subsequent textures match size and format of the first.
how does terrain3d react with very large terrain, by that i mean, how does the "loading" react, like will it acctualy load the whole map in the ram right from the start ? but good job for real, this tool seem better then unreal and unity one. or at least when i tried them and it's 10000% better then the one i did for my opengl map editor hahahahah it's amazing what you guys did !
It loads all terrain data at start. There's no streaming in Godot or our plugin. There's a bug in Godot that prevents saving more than around 8k^2. But it could be imported at runtime up to 16k^2.
@@mirtir472 Current heightmap maximum size is 16km^2. You can scale the distance between vertices say up to 10x. But to run a 50km world you'll most likely need to build the engine and plugin with double precision.
@@TokisanGames make sens loading a 250k height map in the gpu would probably eat a large amount of vram. Is it possible to use multiple terrain node with our system? I will try to make it work! Thanks for your answer ! I will also keep you updated if i found good idea !
Look at your console. It probably tells you that you're using inconsistent formats or sizes. Then read the texture docs that tell you the specs that must be identical.