The plugin has one problem with duplication, if you have experience with godot-cpp, I will be glad if someone helps to solve this problem. The problem can be found in the problems section on the plugin page. After solving the problem, additional functions will be added to the plugin, which were originally planned to be implemented.
@@firerunnew I'm not familiar with cpp, but I suggest adding a check to Tree3D(), where the meshs are added as child, to check if they're `not in` the node before doing so, that way; they're not added again. For example, if trunk_inst and twig_inst are already added to a node; running Tree3D() again -- will add them again. this->add_child(trunk_inst); this->add_child(twig_inst); This will add their nodes again as a child to "this" if you ctrl + D as it's cloning a already existing child pair + running Tree3D(). *You must make sure where-ever you add a child in your code; it checks if it's already added. I don't guarantee that this is the fix.
The difference between "height" and "length" seems to be that height only affects the part of the tree that has branches and length only affects the trunk.
It's really cool that you can change tree parameters on the fly in realtime. If I remember, that was something you couldn't do with speed tree in unity.
Yup and it allows for fully randomized forests where no two trees are the same (I always can tell if the game uses same tree models all the time or has procedural trees)
Give an example of a game that's not Minecraft that has "procedurally generated trees", and I will prove you wrong and show you that it's just a higher number of pre-baked models so you didn't notice.
no collision? could've been nice if it had something like "trunk collision" or "base trunk collision" just to block the player and bullets at the base of the tree.
This is way too much polygon detail for a LOD tree. Even major games just use sprites for LOD. Also, having a different model for every tree is extremely taxing on your GPU for a forest scene, best to make 3 or so different models and scale/rotate them. Make use of instancing for clumps of nearby trees.
I may be wrong, but my guess is that the "Length" controls the trunk before the first growth node -- where the tree starts branching -- and the "Height" controls the trunk after that?
In that procedural tree, what does lerping around the sweep value of the tree look like? I'd like to know if it could kind of look like wind. Is the sweep direction something you can change? What does a blank scene with 1000 trees drop to in terms of FPS on your system?
I´m making a wind shader for trees in godot 4. It uses vertex colors to move branches and leaves, i will contact the creator of Tree3d if its possible to generate vertex colors data for my shader to work. ua-cam.com/video/cVG_OBADjz0/v-deo.htmlsi=pU1km0ZCF3w_J23u
Although I just tested again now and it selecting works with pointer so idk anymore. I think it may be an engine thing as I was also playing around with a new plugin when I had the problem.
I suspect this is a port from Blender's tree addon, which is writen in python. That'd expain why it's free; but I could be wrong. It just seems similar.
i can see you are using that super dark and minimalist passive star godot theme, but unfortunately that's awful for videos and recording due to legibility, also the small font doesn't help, it should be light theme + increased UI scale + also active godot's "draw extra borders".
Links
gamefromscratch.com/tree3d-procedural-tree-add-on-for-godot/
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honestly Tree-D will be a better name
This name was chosen because of the similarities with the names of other 3D objects in Godot
an even better name would have been treeDeeznuts
Thanks for reviewing my plugin!
The plugin has one problem with duplication, if you have experience with godot-cpp, I will be glad if someone helps to solve this problem. The problem can be found in the problems section on the plugin page. After solving the problem, additional functions will be added to the plugin, which were originally planned to be implemented.
@@firerunnew I'm not familiar with cpp, but I suggest adding a check to Tree3D(), where
the meshs are added as child, to check if they're `not in` the node before doing
so, that way; they're not added again.
For example, if trunk_inst and twig_inst are already added to a node; running Tree3D()
again -- will add them again.
this->add_child(trunk_inst);
this->add_child(twig_inst);
This will add their nodes again as a child to "this" if you ctrl + D as it's cloning a already
existing child pair + running Tree3D().
*You must make sure where-ever you add a child in your code; it checks if it's already added.
I don't guarantee that this is the fix.
Im gonna be honest i trie to install it and i have no idea what to do, i do the sdm thing and it wont work. Whats a easy way to install it?
@@johnx140 doesn't open for me too, it shows x's near the tree3d
:(
The difference between "height" and "length" seems to be that height only affects the part of the tree that has branches and length only affects the trunk.
After that joke it's time for you to leaf.
Good one my fern.
He needs to branch out to other subjects
😂😂😂
All it takes to grow a tree is a random seed.
Man, you're really cutting the poor guy down.
I was just about to start writing procedural tree generator for my own game and this pops out. Awesome.
Great that it's real time and work at runtime, that way you can generate fully randomized forests where no two trees are the same.
can't wait to go home and try this out
It's really cool that you can change tree parameters on the fly in realtime. If I remember, that was something you couldn't do with speed tree in unity.
Yup and it allows for fully randomized forests where no two trees are the same (I always can tell if the game uses same tree models all the time or has procedural trees)
To be clear, a fully randomized forest is an extremely bad idea for GPU performance. No matter the game engine.
Give an example of a game that's not Minecraft that has "procedurally generated trees", and I will prove you wrong and show you that it's just a higher number of pre-baked models so you didn't notice.
I'll probably never even make a 3D game but this is awesome, thanks for the contribution to the community!
Great plug-in!
Awe some, that some one would make this available for free!
no collision? could've been nice if it had something like "trunk collision" or "base trunk collision" just to block the player and bullets at the base of the tree.
08:01 The reason it looks like you cant select it in the editor is probably because its using the rendering server.
Great addon for godot and it's procedural 😮
I needed this just now. Thanks for the tutorial!
Those trees are looking a bit... retro I'd say :)
Thought I was the only one noticing that
would be cool to have the ability to have them be more like this further away but higher quality close up
This is way too much polygon detail for a LOD tree. Even major games just use sprites for LOD. Also, having a different model for every tree is extremely taxing on your GPU for a forest scene, best to make 3 or so different models and scale/rotate them. Make use of instancing for clumps of nearby trees.
What about automatic vertex painting for wind strength, and LODs? It is definitely promising.
This is also in the plans)
Thanks so much for the constant updates
Awesome!
I like when I see
" 100% Built with C++ "
looks nice
Tree3D node doesn't exists when I download it from AssetLib on Godot 4.3. (Windows).
Tried the github demo as well. Same scenario.
I may be wrong, but my guess is that the "Length" controls the trunk before the first growth node -- where the tree starts branching -- and the "Height" controls the trunk after that?
Hey man, can you do a click and drag tutorial of how to move camera around a terrain.
In that procedural tree, what does lerping around the sweep value of the tree look like? I'd like to know if it could kind of look like wind. Is the sweep direction something you can change? What does a blank scene with 1000 trees drop to in terms of FPS on your system?
Wind is usually something you want to do entirely in shaders. Otherwise you'll be able to watch your performance die in real time.
I´m making a wind shader for trees in godot 4. It uses vertex colors to move branches and leaves, i will contact the creator of Tree3d if its possible to generate vertex colors data for my shader to work. ua-cam.com/video/cVG_OBADjz0/v-deo.htmlsi=pU1km0ZCF3w_J23u
thank you for showing this
Looks nice but after loading a tree3d asset into my scene in 4.4-latest or 4.3 the scene crashes Godot with "
What about baking the meshes for use in gpu instancing? Im curious to know how performant this system is when applied to a larger scene!
There are many plans, but I need to fix a couple of errors, I also plan to add meshes for LOD
can you make a "Benchmark" how much trees you can place?
> Oh, tree list - Ironic.
😂
BADASSS extension !!
Make sure you use tweens to obtain better looking procedural animations 👍👍
Love the Plugin but
Fail: Cannot get class 'Tree3D'.
he cant find the addon/plugin
Godot 4.2.2
Tree3D 0.6
Linux Mint
*also not working if I download it in Asset Library
I haven't compiled libraries for other operating systems except Windows, you can compile it yourself using SCons
@@firerunnew ha ha I'm new in Linux but will try my best ^^
@@firerunnew Weeeehh Im a noob but I made it!!!! it works with linux
@@JohnStonexDj Good news :)
I just had the selection problem last night. Its because you have the pointer selected in the top instead of move, scale etc.
Although I just tested again now and it selecting works with pointer so idk anymore. I think it may be an engine thing as I was also playing around with a new plugin when I had the problem.
Looks good but after downloading it it does not work, those trees are not showing up
...can I get it for tree?
think of "length" as "ground trunk height"
🌳🌲🌴
It's cool we have this now but... they don't look *great*, do they?
Cool👍
Drats, foilaged again!
I really dont understand why they didn't call it TreeD...
Treemendous!
I wish the creators of Gaia 2023 pro would make their products available to Godot. Make whole worlds using only a few clicks...
Can’t beleaf they didn’t call it TreeD
Could you make a tutorial on implementing blockchain in Godot, to make a play to earn game?
I suspect this is a port from Blender's tree addon, which is writen in python. That'd expain why it's free; but I could be wrong. It just seems similar.
Clickbaity thumbnail though, seems it's not produced with the plugin
Your attempt to branch out into humor was really going out on a limb, but I think you should stick to your roots.
i can see you are using that super dark and minimalist passive star godot theme, but unfortunately that's awful for videos and recording due to legibility, also the small font doesn't help, it should be light theme + increased UI scale + also active godot's "draw extra borders".
Just like unity
you adulters my wife. you curse my land. Jehowah not forgive you sin against holy spirit. you no need to gamedev and was deaccounted. (Mark 3 chapter)