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[Godot] Procedural Planets (E04 Gradient Texture) 

Ombarus
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E01: • [Godot] Procedural Pla...
E02: • [Godot] Procedural Pla...
E03: • [Godot] Procedural Pla...
In this series we'll be creating a system for procedurally generating simple, but diverse planets. You can find the source code on my github at github.com/Ombarus/pcg_planet_yt
This series is heavily inspired by Sebastian Lague excellent tutorial for Unity. For more details and explanations check out his series at • Procedural Planet Gene...
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ANDROID ► play.google.com/store/apps/de...
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Follow me and support me, check out these links :
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My name is Ombarus and I'm a programmer / game developer from Canada who moved to Japan and decided to try my own luck with game dev.

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3 окт 2021

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Комментарии : 11   
@TheLastPhoen1x
@TheLastPhoen1x 9 месяцев назад
"framgent" Me: *shakes uncontrollably*
@_mickmccarthy
@_mickmccarthy 2 года назад
Awesome work, keep it up!
@rgilpt
@rgilpt 2 года назад
Thank you for this great tutorial :)
@AdamsAGD
@AdamsAGD 2 месяца назад
for some reason my topmost color is showing up as the ocean layer :(
@DejaimeNeto
@DejaimeNeto 2 года назад
yes
@darthvader0219
@darthvader0219 3 месяца назад
What is the new function for set_shader_param in Godot4? I am getting a non existant function error?
@mggame_
@mggame_ 3 месяца назад
You should use set_shader_parameter in Godot4
@AdamsAGD
@AdamsAGD 2 месяца назад
well i solved my own problems again and i dont know why this is happeneing but my TOP color, the one for the mountain peks i coming out as my ocean layer, so i just used t+0.001 and it seems to fix it. why tho.....
@abrahamgamedev
@abrahamgamedev 2 года назад
Will the planet shader have a normal map? I think it would make it better visually.
@Ombarus
@Ombarus 2 года назад
You gave me something really good to think about. I don't think there's an easy way to add a normal map considering the way we're generating the planet right now. I can see two ways to go about it. Either replace the gradient map with some kind of PBR texture atlas and have the height define which textures to fetch in the Atlas. Another idea I really like is to save the result of the combined noise map into a texture and use it in the shader as a bump map. The nice part is that you can then have a lower resolution planet with just as much details that perfectly match the noise texture we're generating. Both of these solutions require quite a bit of change to the current implementation though.
@TVYL3IGH
@TVYL3IGH Год назад
@@Ombarus How and where do you define which texture the height fetches?
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