TerraBrush is now in the AssetLib! #godot You can download the plugin here : github.com/spimort/TerraBrush Want to support me? ko-fi.com/spimort #devlog #terrain #gamedev #plugin
It’s been a really long time since I looked in on this plugin as I’ve taken a break from development but holy shit. I feel like this could be even better than an actual Godot developer implemented terrain feature. Thank you for everything, I wanna get started right away when I get home using this :)
Looks great! You should add a way to stamp brushes onto a terrain by "left click + drag". Left click determines the position of the brush and Drag determines its size. This can be immensely useful when working with custom textures as brushes
In my last comment on a previous video, I'd stated that I couldn't make the textures smaller, and you'd mentioned that I should use the texture detail function. Turns out, I didn't realize you had to manually press "Update Terrain" to reflect those changes. That was my bad. Still, I think it would be awesome if we can change the texture detail either by each individual texture, or perhaps a slider in paint texture function alongside the brush size and brush strength options, perhaps using a floating point value instead of a fixed integer scale if possible.
No worries, I'm glad you made it work at least! It could be an improvement for the TextureDetails 🙂. Could you open an issue on Github about it? This way I can keep track of what is requested (it does not mean that it will be something I do right away but at least we know this is something needed)
Awesome work, keep it up. Couple things i would like to see are: assign textures based on value of colors (splatmap) , or based on slope angle and height. I know you have water tool, but i would like to have puddles or, like in Kingdom come deliverance. And any change of having a slider(min, max) on the textures, especially on normal and roughness, roughness is always too high and the terrain looks shiny(?). Any way keep up the work, cant wait to see future developments.
Hey thanks! The whole system already works with splatmaps, that's how the textures are being painted on the terrain. For the slope angle that's something I'd like to do at some point 🙂 For the puddles, you have two ways to do it, with the water tool (you can paint water where you want) or with a texture that could look like it. For the roughness, not impossible! Feel free to open issues (or request) on github so we can keep track on them.
Really nice to see that nice addon in the store 😁👍I'm asking myself: Is there any downside using a C# Plugin (especially when developing Games for Linux)?
Hi, really awsome addon to create terrains, im useing it on a hobby project. One thing I'm wondering is if there is a way to make "holes" through the terrain? Great work!
It's funny that you talk about this, because this feature is a being developed right now! You can check the announcement I made about it 🙂 github.com/spimort/TerraBrush/discussions/84 I'm glad you like the addon! 🥳
this is great! I have a question (haven't used yet but want to), is it possible to punch holes into the terrabrush mesh? I'm thinking of a terrain and adding in some cave tunnels :D (doesnt need to be a terrabrush feature specifically, just wondering if there is any possible way of doing it lol)
@comfyzenny, it is HeightMap based, so it will not let you punch a "hole" through it to create tunnels. A possible work around, is to use a 3D Mesh that forms like an entrance to the "cave" system, and use an Area3D to re-position the character to a new spot to represent the Cave area, and vice versa for the exit from the cave area.
Thank you! 😎 This feature has been requested many times so I might work on it at some point! @eumario30 is right but there are some stuff I can do to avoid creating for example the collider at specific places (and not paint the textures) so you can place meshes underground.
Hi , I have a quick question. I am using Terrain3D plugin at the moment but your plugin is way better than Terrain3D plugin. I will switch to your plugin if your one have this feature. Is there a way to creat navmesh for terrain in your plugin right now?
I answered on my discord server but just to make sure the comment is answered, the default NavMesh of Godot should work with it, using the "Static colliders" Geometry type
Hey! Make sure to use all the same format for all the images. Do you have an error in the console saying that not all the images have the same format? If needed, feel free to join my discord server (link in bio), I'll help 😊
I don't have a mac to test it but it should! Make sure you download the .Net version of Godot 🙂 Also, make sure you have the dotnet SDK installed dotnet.microsoft.com/en-us/download
I have a problem on android, meta quest 3. When i remote compile to the quest the terrain appears to only extend up 1 or 2 meters and then completely flattens the mountains i make. I followed every step of your videos, and i get no error codes in the debugging. Is this maybe a bug for android?
Humm that's hard to tell without seeing the project. What are your LOD settings for the terrain? The fact that your mountain becomes flat probably means that the clipmap LOD is kicking in. I did not try TerraBrush with Android so far so I don't know how well it works. If needed, you can join my discord server (link in the bio).
Yes and no I'd say haha! It's probably not impossible, as you could paint flat areas, but I think the terrain would have too much vertices for what you are looking for. But I'd say, try it! Maybe you'll find a clever way to handle it!