So far the only drawback with Terrain3D is setting up the textures. I'm fine with it from a technical standpoint but for other its a whole process that they'll have to redo over and over again. Glad that there's the texture setup utility being worked on though.👏
@yourmajesty90257 ай бұрын
It would be absolutely amazing if you could add your own plant placement system in Terrain3d. Third-party systems are inefficient and inconvenient to use. ❤
@danyknight91077 ай бұрын
Right now it will convert T3D in a complete Terrain on its own, it is great as right now, but scatterting vegetation is truly needed. Tokisan, thanks for this amazing gift
@prestonharrison21407 ай бұрын
Agreed! I'm currently using Proton Scatter and while it's great, it feels like a misfit for what I'm trying to achieve.
@Gdquest7 ай бұрын
You did an oustanding work not only on this whole toolkit, but also on this video! This is a really well-thought-out tool, and I can't wait to see what will come next for this project. :)
@KafeshoАй бұрын
I've worked with a lot of terrain editor in my game dev life (commercial & in-house ones). This is one of the easiest I've ever had to setup, especially considering the amount of quality features included. All of this for free. Thank you so much for your hard work! Godot users will be forever grateful.
@TokisanGamesАй бұрын
Thanks for the kind words. Given some of the comments I get, you'd think it's the hardest one. Guess those people haven't tried any other system. Now that we're in the Asset Library, it's a cakewalk.
@KafeshoАй бұрын
@@TokisanGames Yeah I can understand the feeling if you're not familiar with the tech. Young game devs are used to easier setup on Unity & UE. Just dropping a few texture.png in the properties, and then you're good to go to edit the terrain. They don't know how it's not optimized for their crazy open-world ideas, or the terrain requirements for it to happen. But if you know, you realize that Unity terrain is the worst terrain tech, and UE terrain requires a lot of setup and actual work on the material (map regions, dual scale, texture blending, noise variations, auto-shader, etc...). From my own experience, you've done way more than other solutions. Most of the work is already done and included, super easy to setup on your plugin. I believe we often get this problem with commercial videos from UE (or quick tutorials for grass shader on youtube). They love to show you that polygon limit doesn't matter anymore with Nanite, or how to get thousands of grass blades, without showing the reality of game dev. Beginners won't question it, but pro game dev will consider build size, number of materials used, shading limitations, etc... Anyway, like most subjects, everybody's got to learn a lot before understanding how much more complicated things are in reality. (I'm doing my best to not get grumpy on it ) Thanks again for sharing your work on terrain. You've done way more than my own capabilities, and I understand how tremendous that task was. I'll be forever grateful for you to share it with us for free. Cheers!
@TrizZzle7 ай бұрын
These videos are really helpful! The only thing I was missing when switching from Unity to Godot was terrain. You can't imagine how happy you made me! Also I'm very excited on the future of Terrain3D. Thank you for your amazing work! 😊
@philicious78064 ай бұрын
Thank you so much for that tool. The terrain truly looks amazing, especially with the macro variations enabled!
@thelordofman75397 ай бұрын
Thank you so much for this awesome tool and tutorial series + docs; all absolutely fantastic!
@joshuaherring55997 ай бұрын
I just downloaded and used this, and I love it. I look forward to using it more, and these videos were awesome for picking it up easily. You should make a part 3 for optimizing things!
@Connor_Sherlock7 ай бұрын
Terrain3D is the last piece of the puzzle in getting me to switch from unity to godot. The macrovariation and dual scaling add are going to add so much production value for basically zero time investment, love it. If you ever expand on the procedural workflow and add shadergraph-esque visual node based UI it be will everything I could every hope for in a terrain system. 10/10 great work keep it up.
@TokisanGames7 ай бұрын
Zero-time investment on your part. Countless hours for us.
@ranqemax7 ай бұрын
Absolutely amazing plugin. This finally made map design in Godot a joy and really allows me to be creative without barriers!
@TokisanGames7 ай бұрын
Wait until you try the slope sculpting tool coming in 0.9.1.
@runningwolfgames5955Ай бұрын
@@TokisanGames awesome work, could make a tutorial abt the meshes tho. I couldn’t find it in any of these. I noticed it’s not even in the editor yet when u made these videos. Would be greatly appreciated🙏💯
@TokisanGamesАй бұрын
@@runningwolfgames5955 Read the foliage instancer documentation. Lots of info there. More pages in the 'latest' version. Another video will come after the next release.
@the_jd69677 ай бұрын
Thx for making such a good, fast plugin(by using c++), really adds to godot's modular and lightweight nature BTW 43th like
@wukerplank5 ай бұрын
Such a good tool! I work on a small RTS prototype and integrating this was pretty straight forward.
@danyknight91077 ай бұрын
Huge thanks for this, we are using it in our project actively, it is a real savior against chunks. Keep up the great work
@shanefoster53056 ай бұрын
I was about to give up on making large maps because it was too time-consuming. Thanks so much! This helps infinitely. Now to figure out how to auto-generate realistic maps with seeds so I can have various servers have new maps regularly!
@lukaspaver5 ай бұрын
I took me a bit to setup but this is amazing. Thank you for existing!
@MeshVoid7 ай бұрын
That's is insane! Such a feature rich tool! Thank you for your efforts!
@furkanatalar7 ай бұрын
Thank you for sharing such a quality plugin with everyone.
@isaacgentz33197 ай бұрын
"...it's most likely because you haven't enabled the plugin". Yup! Thanks for such a wonderful tool - the power of OSS!
@CitizenCoder7 ай бұрын
This looks amazing. Also im very interested in your game, please post more about it! Your last video on it was 2 years ago ❤
@TokisanGames7 ай бұрын
Thanks. Will do. The transition from Godot 3 to Godot 4 has taken more than a year as so many things like terrain and day/night cycle didn't exist, and engine devs made changes that forced us to redo work multiple times. This year we'll be producing more media as we're getting things back to looking good again.
@vRV3792 ай бұрын
This addon is backbone of godot4 3D games ❤
@cosb72077 ай бұрын
Fantastic work, I love this community
@Arctic.WolvesАй бұрын
love your work, appreciate it guys :)
@VishnuViswanathan-sk2cc3 ай бұрын
Thank you bro it is a amazing plugin.
@rostenross7 ай бұрын
Wow I Love your work. This is an AMAZING addons for godot and gamedeveloper.
@TranquilMarmot6 ай бұрын
Truly amazing work!
@firerunnew7 ай бұрын
How high can the terrain be if we make the ocean Subnautica style? Could the landscape be as huge and endless as in MTerrain?
@TokisanGames7 ай бұрын
The current max is 16k x 16k with potential for more in the future, and height range is whatever fits in a 32-bit float. Around a few 10ks away from the camera and single floating point precision breaks down though, so for very large terrains you'll need to build Godot, the release templates, and Terrain3D with double precision.
@maiqtheliar26117 ай бұрын
Finally!! Thank you for this mate
@thomaseubank15037 ай бұрын
15:57 My applause! Now I can make the game I wanted on Godot. I just need to lower the polygon count.
@TokisanGames7 ай бұрын
Coming in 0.9.1.
@The.S7 ай бұрын
Superb, very well done and explained
@aviatedviewssound47987 ай бұрын
Godot is moving faster than I tough.
@CudderMC7 ай бұрын
insane work guys!
@rogermonteiro38826 ай бұрын
The only problem i've found so far is to make cliffs/canyons. In general is a very good tool, ty.
@TokisanGames6 ай бұрын
Don't make them straight vertical. Give them a slight grade. Or cover the face with mesh rocks.
@rogermonteiro38826 ай бұрын
@@TokisanGames Another question. Is it possible to increase the maximum region? Rn is 16x16. I wish i could use something like 80x80
@TokisanGames6 ай бұрын
@@rogermonteiro3882 See issue #77
@smorty3573Ай бұрын
This tool is incredibly useful and it seems to be rather performant too (as long as one is not using the anti-texture-tiling option). I have one question though: Can one somehow sample the terrain texture using some shader include perhaps? That would be incredibly useful for blending in some rock or building models into the terrain. This way overhangs could be simulated by blending some rock meshes into the terrain by sampeling the terrain to make it look like it's part of the terrain.
@TokisanGamesАй бұрын
Our implementation of detiling is not expensive. Answered your other questions on github.
@rahmanlinux96027 ай бұрын
I'll give it a try thank you very much
@smorty3573Ай бұрын
In the video you demonstrate how to create smaller paths. This is great for small areas, but how would one go about creating longer paths? as in, kilometer long ones?
@TokisanGamesАй бұрын
Paint it by hand. This is a hand painting tool. You could also edit the maps by code. If you want a road with a defined texture, use the Godot Road Generator addon.
@KonclanАй бұрын
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.
@TokisanGamesАй бұрын
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.
@saul85107 ай бұрын
macro variation is my secret love (don't tell to anyone, i just love changing it, to what suits me.
@zrIywcN8XJdHaY13K3tx7 ай бұрын
i love this tool, thanks for the video 👋
@Chevifier7 ай бұрын
WOOT!! Sharing!
@R1fleman7 ай бұрын
im not understanding how to make the navigation im making a survival game and i want animals to use the terrain but then i need the whole world to have a nav when i try and paint the whole world (4 clunks) in the "nav paint" it does not load a nav but when i use less "nav paint" it generates a nav CAN YOU HELP ME
@TokisanGames7 ай бұрын
Come to discord for support. Using the navigation server is complex and you need to read all of our documentation on it, and much of Godot's documentation. Our docs specifically tell you to create multiple regions if the nav area gets too big. If you need the whole world navigable, you probably don't need a navigation mesh, or you just need to bake an area around the player, which our code generated demo does. The Godot docs will help you understand how best to use the nav system.
@R1fleman7 ай бұрын
@@TokisanGames thanks i tried code generated demo and put it in my scene and it works thanks your terrain addon is the best one out there ❤
@Even-Steven7 ай бұрын
Very cool!
@kobeguy3 ай бұрын
Been loving Terrain3D! Do you know if you have plans for road/path support? Similar to EasyRoads3D in Unity
@TokisanGames3 ай бұрын
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.
@kobeguy3 ай бұрын
@@TokisanGames Gotcha thanks! I'll have to look into the snap to ground feature for making roads/paths as it would make it a lot easier.
@vast6346 ай бұрын
Why not an option to let the "auto shader" overwrite the manual shaded parts (overwrite blend data). Then turning auto shader off / marking it manual, and the user can alter the auto shaded parts.
@TokisanGames6 ай бұрын
Baking the autoshader is worth considering. The user can already alter the autoshaded parts with settings or manual painting.
@DodgerEcho7 ай бұрын
Thank you
@JohnStonexDj2 ай бұрын
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.
@TokisanGames2 ай бұрын
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.
@JohnStonexDj2 ай бұрын
@@TokisanGames I dont think its so serious. Made a Video but you cant see it on the Video. :( Maybe my Monitor? idk ...
@kfrz6 ай бұрын
Maybe I'm completely inept; but I am unable to figure out the GAEA->GODOT workflow for this
@TokisanGames6 ай бұрын
Every commercial tool has the ability to export heightmaps in format we can read directly or that can be manipulated in photoshop/gimp/krita. I searched and instantly found that Gaea can export PNG, Tiff, and EXR up to 16k. Use EXR as our import docs recommend.
@kfrz6 ай бұрын
Thank you, I have no issues with export or format; the issue is the Array object assigned to the panel is totally uneditable; the ONLY workaround I have so far is to import the height data but copy/paste the example 3dTextureSet from the demo project and even then I can only replace a texture, I still cannot add elements to the array. I'll read the code again and try to suss it out. @@TokisanGames
@TokisanGames6 ай бұрын
@@kfrz Come to discord for support. If you can't use the tool as I demonstrated in this video, then you have an installation problem with the plugin or Godot. You might have error messages on your console. You should not be editing the array in the resource, which is read only, but using the texture panel as demonstrated.
@DarinLawsonHosking6 ай бұрын
Quick question you say it does procedural generation can that be Voxel base terrain?
@TokisanGames6 ай бұрын
Use Zylann's voxel tools for a voxel terrain. This is height map only. Procedural generation means terrain created by code. We have a demo showing how to create a heightmap from a noise generator and loading that into the terrain via code at startup.
@sanyi96673 ай бұрын
anyone knows how to use icterus's simple grass addon with this? I try but it simply wont draw any grass. I dont even know why this happens
@TokisanGames3 ай бұрын
Enable debug collision. Our foliage instancer will be out in a few weeks.
@ervr45 ай бұрын
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.
@TokisanGames5 ай бұрын
See my other answer.
@axedaddy17 ай бұрын
Love & appreciate all the work gone into this. One question, is it possible to create holes at runtime?
@TokisanGames7 ай бұрын
Yes using the API. The editor is a running game and does it. It's not for a beginner though. Zylann's Voxel Tools is designed for end user destructibility and tunnel creation.
@v44n76 ай бұрын
@@TokisanGames thanks for the amazing tool, one question, how do you refill holes?
@TokisanGames6 ай бұрын
@@v44n7 There's an enable [holes] checkbox on the setting. Turn it off.
@adhdGameDev7 ай бұрын
Legends
@AreaTeamVlogs7 ай бұрын
Please make more videos about making Voxel things in Godot
@TokisanGames7 ай бұрын
I haven't kept up with Zylann's progress on Voxel Tools and am not using voxels in my projects currently. So, it will be a long while before I look at that again. I'd like to make more, shorter videos about other things though.
@warsin86417 ай бұрын
I love this terrain plugin but could you make the brush sizes larger I can only go to 200m but I want to lift massive ground up but you know
@TokisanGames7 ай бұрын
Use 0.9.1 and type in what you want. It will be sluggish though due to no gpu painting.
@warsin86417 ай бұрын
tysm love ya!
@oomegator7 ай бұрын
Is there a way to increase the texture resolution? As default it seems super low when using sensible measurements. Only "solution" Ive found is to sculpt the terrain at a massive scale and then scale the assets Ive made using real life measurements at to a huge scale aswell. Making a dirt road that is 2 meters wide with default values looks super blocky.
@TokisanGames7 ай бұрын
Texture resolutions are entirely up to whatever you put in. The demo has 1k textures. In Out of the Ashes, we're using 2k. Max is 16-32k depending on your card. Each texture slot has its own separate UV scale for your control. You don't want to scale up your game as you'll screw with physics bodies and animations. Keep everything at real units. If you want to increase the mesh resolution, v0.9.1-dev already has a vertex_spacing setting.
@oomegator7 ай бұрын
I see, the textures themselves look good (using 2k) but the way they blend together is super blocky at lower scales. Maybe the vertex_spacing setting will make it blend smoother? Any ETA for when v0.9.1 will be released to the masses?
@TokisanGames7 ай бұрын
@@oomegator You might have something wrong with your texture setup, like no height textures, or non-recommended painting technique, or replaced the noise texture. Blocky blending hasn't been an issue for many months. I showed how to do it in this video. We have over 20 textures in OOTA and have no issue with blending or texture scaling. Next version will come out within a week, but vertex scaling won't fix poor painting technique or messed up textures. Discord is better for support.
@oomegator7 ай бұрын
Ok! Thank you for taking time to answer! 🙂
@Siromakha7 ай бұрын
Why there there is no way to scale terrain? I have 16x16 km terrain that has 8K heightmap, when importing it is 8km
@TokisanGames7 ай бұрын
No one has built it yet. See PR #296.
@user-nr8tc3uw5sАй бұрын
For some reason I just cant get collision on the terrain to work, if anyone could help it would be greatly appreciated
@user-nr8tc3uw5sАй бұрын
ok, so i got that to work turns out i needed to actually make the region things and the background thing isnt actually solid but now im getting some crazy culling issues
@TokisanGamesАй бұрын
Spend some time to read through the documentation, esp latest. Worldbackground noise has no AABB so you need to expand the renderer/cull_margin or change the background to flat or none.
@samlewis24267 ай бұрын
Yo, I'm actually having a bit of a problem with collisions, and found an answer in this video that didn't necessarily fix my issue. Is there any common problems with the collision, or am I just stupid?
@TokisanGames7 ай бұрын
Haven't had any problems, nor reports from others with collision. Come in to discord for specific help.
@samlewis24267 ай бұрын
@@TokisanGames No worries, I actually figured it out myself, the regions of the terrain have to be identified with the tool, to gain collision, specifically with the "Add Regions" along the side toolbar when you're focused in on the terrain itself.
@TokisanGames7 ай бұрын
@@samlewis2426 Yes only sculpted regions are real terrain with collision. The world background noise is just an expensive visual gimmick.
@michaeljburt7 ай бұрын
Does the occluder also occlude multimesh objects? I think that's where the largest performance increase will come from (e.g. culling foliage behind a mountain). Reason I ask is that I've had issues with setting up occlusion culling on multimeshes in gd4
@TokisanGames7 ай бұрын
We just provide Godot with an occluder. The engine is responsible for how it works. All object instances in a multimesh show up in one draw call. So, there is no option to cull part of the multimesh. It's all or nothing. If that's what you want then look at your MMI's AABB, extra_cull_margin, visibility ranges, and ignore_occlusion_culling.
@michaeljburt7 ай бұрын
Gotcha, yeah that's what I thought. There's also a technique to reduce the visible instance count of the multimesh based on distance from the camera (but that might look bad for games with an aerial component)@@TokisanGames
@mirtir4726 ай бұрын
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 !
@TokisanGames6 ай бұрын
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.
@mirtir4726 ай бұрын
@@TokisanGames so if i want to uses that to make a massif terrain for airplane it's kinda a no? Would be around 50km by 50km
@TokisanGames6 ай бұрын
@@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.
@mirtir4726 ай бұрын
@@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 !
@TokisanGames6 ай бұрын
@@mirtir472 not simultaneously, at the moment. We use multiple terrains in different scenes.
@random69597 ай бұрын
Is there any plan to add this plugin as a basic tool in godot?
@TokisanGames7 ай бұрын
You mean integrate it with the core engine? The core devs don't want that.
@JohnLogostini7 ай бұрын
So i am going to play with this and if possible get the World Creator team promoting this
@vRV379Ай бұрын
How can i put trees like grass?
@TokisanGamesАй бұрын
The latest version has a foliage instancer. Read about it in the documentation.
@vRV379Ай бұрын
@@TokisanGames i reading whole document but i don’t fund way to use it.
@TokisanGamesАй бұрын
@@vRV379 We just add a mesh and paint it on the ground and it works fine. Come into our discord for help. Can't do anything here.
@vRV379Ай бұрын
@@TokisanGames i am coming
@vRV3792 ай бұрын
How can ma make perfact size of terrin? If i want to 1 km or 500-600 meter long?
@TokisanGames2 ай бұрын
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.
@vRV3792 ай бұрын
Hterrin work without genrate heavy mesh in project?
@TokisanGames2 ай бұрын
@@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.
@vRV3792 ай бұрын
@@TokisanGames i am trying to say can i use your terring in directly on my game?(without genrating any heby mesh(Terrin 》Generate mesh(heavy) )
@vRV3792 ай бұрын
@@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.
@JohnStonexDj4 ай бұрын
Can I paint a Street Texture with a Path 3d in Terrain 3d? ( so the street is 100% accurate)
@TokisanGames4 ай бұрын
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.
@JohnStonexDj4 ай бұрын
@@TokisanGames the "Snap funktion" only works with the CSG Polygon and not with the path 3D :(
@JohnStonexDj4 ай бұрын
@@TokisanGames wish I had the same raycast funktion like Beau Seymour in his Godots Roads Video by 5min
@TokisanGames4 ай бұрын
@@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.
@JohnStonexDj4 ай бұрын
@@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
@الستور-رال7 ай бұрын
Does it work on the mobile, knowing that my phone is Huawei Y9s, and is the graphics on the mobile the same as the one on the PS or different
@TokisanGames7 ай бұрын
No idea, it's experimental. I talked about mobile in this video. Watch that section, and read the page on mobile in the (latest version, not stable) docs for updates.
@الستور-رال7 ай бұрын
@@TokisanGames Okay and godot 3 is it suitable or not
@TokisanGames7 ай бұрын
@@الستور-رال Don't use Godot 3, use 4
@saul85107 ай бұрын
As far as i am aware and tried with an oppo reno 4z 5g and my new reno 8 pro(which is way more modern , rhough i rathered a good pc xd) , it seem's to work well, though sculpting and some stuff are a bit clunky. @@TokisanGames
@Talktodiv7 ай бұрын
Spital garder is more better for object placing
@Talktodiv7 ай бұрын
Sorry for spelling 😂
@matejjurkacek90436 ай бұрын
Hello there, I would like to enable Terain3D in Project Settings, but after I click to Enable this shows up '' Unable to load addon script from path: 'res://addons/terrain_3d/editor/editor.gd'. This might be due to a code error in that script. Disabling the addon at 'res://addons/terrain_3d/plugin.cfg' to prevent further errors. '' And I don't know how to Enable it. Any advices please?
@TokisanGames6 ай бұрын
Incorrect installation. Review part 1 again and the written instructions. There are likely more errors in your console that say it can't find the dll because it's not on your drive or in the right spot.