That intro looked like it was made on a graphing calculator. Big fan of it!
@nicklansbury31665 жыл бұрын
Fascinating and well explained. Liked and Subbed.
@DavetheDev5 жыл бұрын
Thanks! Welcome.
@JoeyMarleyShow2 жыл бұрын
I really needed that tutorial, subbed and liked
@ZerookExtra3 ай бұрын
extends Node3D @onready var Sphere:MeshInstance3D = $Sphere @export var perlin_noise:FastNoiseLite @export var amplitude : float = 5.0 @export var speed : float = 0.2 var time : float = 0.0 func _process(delta) -> void: self.time += self.speed
@FrancoisSchnell5 жыл бұрын
Thanks for this great tutorial :)
@DavetheDev5 жыл бұрын
Thanks! I've watched a few of your Blender tutorials too.
@FrancoisSchnell5 жыл бұрын
@@DavetheDev Oh thanks! :)
@salarycat4 жыл бұрын
Awesome tutorial. Could you give some insight on how you generated the 1000 spheres? Edit: I just realized you shared the files, I'll take a look there, thanks!
@Fizzbuzzbizzfuzz2 Жыл бұрын
coming from vfx I really take noise for granted. so many vfx tools automate noise in a very visual and simple to understand manner.
@yapayzeka4 жыл бұрын
this is pure magic.
@ZerookExtra3 ай бұрын
why does node 3d have using "spatial"
@DavetheDev3 ай бұрын
The tutorial is 4 years old and uses an older version of Godot. Back then, Node3D nodes were called Spatial nodes.
@ZerookExtra3 ай бұрын
@@DavetheDev do you or are you planning to make an updated tutorial for 4.# Godot
@Potato-mp8yw4 жыл бұрын
Awesome
@FianoGostaDeQueijo7 ай бұрын
This is awesome! Is it possible to add the same idea to a plane instead of spheres?
@DavetheDev7 ай бұрын
Sure can. Although, I'd recommend augmenting the plane's vertex positions in a shader rather than on the CPU.
@hellcat95355 жыл бұрын
care to share the code for that endless terrain generation you have at 1min mark
@DavetheDev5 жыл бұрын
If you mean the falling tunnel part, that was made in blender using a blender noise texture to displace the vertex of a really long cylinder. Its a bit of a trick, its two of the same tubes stacked on top of each other, when the player falls to the same position in tube 2 that it started at in tube 1, it jumps the player back to the start position in tube 1. If you meant something else, let me know and I'll get back with you. ^_^
@kjpg74135 жыл бұрын
Perlin is the name of an older noise function with some poor qualities such as axis bias. Newer functions, that aren't Perlin (this isn't Perlin), improve upon this. Shouldn't you be talking about "Coherent Noise"?
@DavetheDev5 жыл бұрын
Solid information friend. Love to see the passion on this topic. ^_^