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This topic has always seemed cumbersome and difficult to understand when I studied it in Unity and Unreal Engine tutorials. Because... it really is. Why did someone think of using UV maps to store 3D coordinates? Anyway, the technique is quite powerful. And I'm going to use very similar techniques for my next tutorials. I've done my best to explain this topic, hopefully it's clear to you. Because if this is not, the following may not be clear to you either 😅
Upcoming tutorials:
-Hexagonal sphere simple - N to 1, 2D pivots
-Hexagonal sphere complex - N to 1, 3D pivots (rotation,scale,object detection)
-Fluffy trees - There are already implementations in Godot, but I want to make my own with a lot more features
-VAT (Vertex Animation Textures) crowd simulation | flocking
*this list may change because I have other plans also with compute shaders. Besides other tutorials pending
DOWNLOAD FREE PROJECT
/ baked-pivots-106665426
DOWNLOAD FULL FILE (SUPPORTER)
/ baked-pivots-106664999
#godot #godot4 #shaders