can u explain how u smooth the camera once you made a pixel perfect grid. I tried to do that but it will jitter . I used a render texture and used the UV offset to do the subpixel movements but it its not smooth
@happy_run7 күн бұрын
Edit: I have pulled it off with a shader lmk if anyone wants to know how
@VolumetricTerrain-hz7ci18 күн бұрын
Good job, awesome terrain, I like it! Can you make a 3,5d game like following: A rhombus-shaped cube can probably be a four-dimensional cube viewed from a three-dimensional perspective. Let me explain. If we imagine a rhombus shaped hole in the ground, in which we try to get a cube through, we all know it won't work, unless we make the cube rhombus. But a four-dimensional cube can be rotated, to another perspective, so that it (from our perspective) becomes rhombus shaped and thus gets through the rhombus shaped hole which (from the cube's perspective) is square shaped. We can actually form a hyper cube, by using a cube and two rhombic cubes! By the way, AWESOME video! And thanks for sharing it! 🙂
@tester0126Ай бұрын
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 😁
@eziowayne2 ай бұрын
Amazing work! Thank you!
@samhausmann28592 ай бұрын
For billboarding, are you scaling your quads down to the size of the grass texture provided to the billboarding shader?
@s3nju2793 ай бұрын
I cannot for the life of me figure out how to get the depth fade texture/ outline effect in orthographic....
@ArcherQueenFan694 ай бұрын
Is that the smiths at the end lol hell yah
@nvliaen4 ай бұрын
Hello! Your design is amazing and I'm very intrigued. I'm ready to buy it, but I'm wondering if it's allowed to use it for commercial purpose? This tool is so awesome and intuitive and seem to help the project visual a lot
@ricardomorocz615 ай бұрын
Would this work for godot?
@tinnos6 ай бұрын
Why do amazing tutorials like this have this lightspeed mouse? I cannot understand anything, tutorials needs to be slow!
@snick93146 ай бұрын
Lower playback speed if u need to
@tinnos6 ай бұрын
@@snick9314 of course I've done it but it's still not slow as it should be.
@emgames71216 ай бұрын
Hi there! Is this outline asset released on the store? Looks great!
@Voyageonyt6 ай бұрын
Yes. It is combined with a lot other tools in the asset "Critter Environment"
@dude25427 ай бұрын
This is the typical meme: 80 iq: oh im just gonna copy paste it 110 iq: Noo you have to do it yourself, plagiarism is bad 130 iq: oh im just gonna copy paste it
@jayleo5007 ай бұрын
good work
@Eronek_7 ай бұрын
Я искал такой туториал неделю, но когда я сдался - ютуб сам подбросил мне его в рекомендации
@suminkin4026 күн бұрын
Привет, можешь пожалуйста помочь с шейдером? Я понял принцип его построения, но не понял как осуществить в проекте...
@erache1007 ай бұрын
very nice. are you still planning to build more?
@Voyageonyt7 ай бұрын
Thanks! Yeah we currently looking at creating more assets for volumetric lighting and world generation.
@erache1007 ай бұрын
Awesome. Do u have a discord server or anything pple building with your stuff can have a way to communicate? Cheers
@Voyageonyt7 ай бұрын
@@erache100 Yeah. We currently have a discord for people who have purchased the assets to provide support and share information, the link for it is found in the asset documentation. On the other hand, I've been thinking about setting up a community discord for people interested in this art style but haven't gotten around to it yet.
@erache1007 ай бұрын
@@Voyageonyt ah I might have missed it. thx!
@katkollare8097 ай бұрын
How do you render shadows from objects in a different layer than the Terrain to the TerrainColor texture? When I try to do that and disable the culling on the layers which cast shadows on my terrain, I get none of their shadows in the texture... :(
@Voyageonyt7 ай бұрын
Currently I don't use the camera above the terrain anymore. It caused some constraints on how I wanted to instance stuff. Now instead I just give the instances the normal from the sampled mesh and use that for lighting calculations.
@katkollare8097 ай бұрын
@@Voyageonyt That's neat! I suppose you're not using Unity's built-in Terrain system any longer and are using a custom mesh to sample it for lighting... But how did you go about the challenge of including shadows from other layers in the render texture in this video?
@Voyageonyt7 ай бұрын
I still use and support Unity terrains but I don't recommend using an additional camera for this. If you still want to continue, I used the Opaque Layer Mask in Universal Render instead of the camera culling. @@katkollare809
@katkollare8097 ай бұрын
@@VoyageonytDo you sample the opaque layer mask colour at the root coordinate of every single grass instance in the grass' fragment shader? If so, how do you access this root coordinate for every single pixel of every instance? Sorry, if I misunderstood your approach
@Voyageonyt7 ай бұрын
Nothing to do with the shader but just setting up a URP asset to only render objects on a single layer.
@topazmacaroon8 ай бұрын
Would be really awesome if you could post the assets on the UE5 too!
@Voyageonyt8 ай бұрын
This has been something we are considering. Will probably happen but can not promise a release date.
@kingbling75718 ай бұрын
dude, someone stole ur asset and put it on unity store i think. I saw him with ur asset on youtube. His channel name is Jobe.
@Voyageonyt8 ай бұрын
Haha :D He is the friend I'm developing this with. You can see him linked in the description too. Cheers!
@kingbling75718 ай бұрын
@@Voyageonyt oh lol. I was even subbed to him so I was like why is ur work there and vica versa. Makes sense
@liskardev8 ай бұрын
fuck unity
@iamahtic8 ай бұрын
I dont understand why wont you include everything youve done so far? water, pixelation etc
@Voyageonyt8 ай бұрын
Its just a lot of work packaging everything, however, this is what we plan to do. Pixelation we released as an asset at the end of last year and water is coming as an update in the coming weeks to this environment package.
@JobeYT8 ай бұрын
Great breakdown :)
@jamieroland5388 ай бұрын
thank you so much! Ive been waiting for this, Couldnt hit buy fast enough, amazing work friend.
@Voyageonyt8 ай бұрын
Thanks! Sorry we kept you waiting but I'm happy that we polished it up before making it public!
@likedog-v6m8 ай бұрын
I paid twice. And the order status is still PENDING . no happy ...
@likedog-v6m8 ай бұрын
Finally purchased successfully, I have been waiting for this asset for months.
@NeZversSounds8 ай бұрын
That's the nature of the beast - Human. You'll hear from them when shit hits the fan or they engage only if the cookie is on the line. Don't go extra mile to give something for free and they can ignore the task. Make them do something to get a thing. It could be like enabling a hidden gem feature if they potentially delved into source code but you could reveal it for those that sent a feedback.
@evanstential8 ай бұрын
do this for Blender please
@Voyageonyt8 ай бұрын
Currently not a priority as I have some other things I want to complete first. Cool idea though.
@evanstential8 ай бұрын
this is sublime 🥺
@jekobdrekob21758 ай бұрын
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!
@mateuszuliani71688 ай бұрын
I want to buy the asset in unity store, but I have a question before that: does this work for transparent objects? I already have a pixel art feature, but it doesnt draw the edge highlights of transparent objects =/
@Voyageonyt8 ай бұрын
Hey! I currently don't have this asset for sale. But when it releases in about 1 week this will not be possible as the transparent objects are rendered after opaque or depth textures. You could look at creating a custom render order but I have not done this yet. Good luck with your project though!
@dmangamesSTUDIO8 ай бұрын
really needed to hear this. I also felt a nagging voice saying that I need to do things from the ground up by myself to be able to be proud. Thanks for that!
@darkardarkair86208 ай бұрын
🎯 Key Takeaways for quick navigation: Creating 3D Pixel Art scene Modeling hand in Blender Using custom Shader Made with HARPA AI
@iamahtic9 ай бұрын
looks sick kiitos.
@christiancampospan35009 ай бұрын
Hi, I have managed to replicate your toon shader after modifying the one I had from a toon shader tutorial, but I have a couple of questions: Your material has a LightBands property. What does it do? The width of each light band of your point lights is very similar. How did you achieve it? In my case the outhermost band is really wide and the inner bands quickly get thinner. I'm also using a pixel camera together with the shader, so this is exactly the look I want my shader to have, and it would be incredibly helpful if you could answer these questions.
@Voyageonyt8 ай бұрын
The light bands controls how many "circles" additional lights generate. The even circles are generated by a custom function. github.com/Cyanilux/URP_ShaderGraphCustomLighting/tree/main here is a good reference
@knopperooni9 ай бұрын
This is awesome, thanks for the video! When you talk about finding edges using the normal map, you said you no longer do that pass for the whole screen. I've been assuming this is a postprocess shader, though. How are you selectively rendering objects like that? Or is that done in a per-object material somehow?
@Voyageonyt9 ай бұрын
Thanks! Yeah I currently do it per object with materials. This just gives so much more control over it.
@orangesoupd6 ай бұрын
@@Voyageonyt how?
@jakub96402 ай бұрын
@@orangesoupd I would assume a camera pass? So your main camera renders your standard stuff, then anything that needs an outline you mark as a different layer, and make a secondary camera render and apply the screen pass shader onto those objects?
@colemcleod17889 ай бұрын
Your work is amazing! Absolutely love the style
@JusTechBro9 ай бұрын
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!
@Voyageonyt9 ай бұрын
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.
@parallax25610 ай бұрын
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.
@Voyageonyt9 ай бұрын
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!
@_knightgames10 ай бұрын
thats awesome
@Voyageonyt10 ай бұрын
Thanks!
@niuage10 ай бұрын
End result looks pretty damn good 👌
@top5faktat10 ай бұрын
I love that little windmill!
@_gesho10 ай бұрын
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...
@Voyageonyt10 ай бұрын
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.
@luky55910 ай бұрын
Looks Amazing 🔥🔥! ....how did you setup your camera? Do you use 2 cameras wirh a render material or some other solution?
@Voyageonyt10 ай бұрын
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.
@robertjoensuu588710 ай бұрын
Very cool!
@pelimiesotto10 ай бұрын
Good video, the script from trees works suprisingly well as grass. :D
@Voyageonyt10 ай бұрын
Thanks :D! Abstracting elements from different tools has been satisfying.
@denovodavid10 ай бұрын
Nice! What technique do you use for generating points for the Mesh Instances?
@Voyageonyt10 ай бұрын
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.
@denovodavid10 ай бұрын
@@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.
@Voyageonyt10 ай бұрын
@@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?
@denovodavid10 ай бұрын
@@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.
@정동우-n2x10 ай бұрын
Looks Cool!
@JobeYT10 ай бұрын
Looks great! Nice modular tools and a beautiful scene 😊
@Voyageonyt10 ай бұрын
Thank you!
@grahamcracker123410 ай бұрын
Love the lighting, it looks great! I was wondering if you would be able to link the GitHub of the person you mentioned in the video (at 2:31), would love to see some more resources on this. Thanks
@selecteduser237510 ай бұрын
First of all, thank you for sharing this technique. I was able to get similar results thanks to this video. The only difference is that I used VFX Graph to instantiate grass blades, but it still operates on GPU if I am not mistaken. Anyways, I have a question: due to some circumstances I had to use Render Texture on my main camera as well and then project it to canvas using raw image and when I created another camera and assigned the terrain render texture to it my project started dropping FPS pretty hard. After I removed Render Texture from my main camera the lag was gone. So, are there any limitations to how many render textures can be used at once or is there something wrong with my project? I'll keep searching and experimenting myself, but if you have any ideas, could you share those too?
@Voyageonyt10 ай бұрын
Hi. Great that your getting similar results! I haven't experimented that much with VFX Graph but with the render textures I could have some improvements. I have been moving away from the rendering the colors of the grass by having a camera above. I currently pass the instances a normal that gets sampled from the terrain which lets me calculate a color in the shader. This reduced my render texture amount and made the system much more modular. Hope this helps!
@selecteduser237510 ай бұрын
@@Voyageonyt There is another problem I ran into which is that grass doesn't change it's color in Build mode (all the grass instances share the same color), while in Edit mode everything is fine. I also checked if the problem was the render texture itself by displaying it with Raw Image UI component and it appears not to be the case (all the colors are matching those that I see from my main camera) but the grass colors remain unchanged. Do you have any idea on how that could be fixed? UPD: Ok i just had to enable read/write on my terrain mesh I exported from blender, RaycastHit.textureCoord was returning 0,0 only in Build mode for some reason