Godot 4.3 + Quixel Assets + Mterrain + Custom Shaders

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  • Опубліковано 24 лис 2024
  • My recent small project made in Godot 4.3. I was really looking for opportunity to try mterrain plugin so when free Quixel assets were released it felt like a perfect moment. Whole scene is not greatly optimized but runs at about 60-80 fps in outdoor parts at 1080p with my RX6800S.
    I think the end result is decent but there are a lot of places to improve and optimize. Due to my limited time I decided to stop the project here.
    Mterrains author: ‪@mohsenzare2511‬ his channel is great place to start with the plugin!

КОМЕНТАРІ • 148

  • @farloux
    @farloux 18 днів тому +31

    Honestly really impressive for Godot.

  • @Raman056
    @Raman056 2 дні тому +2

    This is Godot 🐢

  • @remus-alexandrusimion3439
    @remus-alexandrusimion3439 18 днів тому +46

    This looks amazing and i really like the demo, but if I were to nitpick (i'm sure playing this i would not have observed, but just watching footage and looking for them, i did observe them): your LODs and frustrum culling settings are set too close. There's visible jumps because of it. Also, when exiting the cave, you have a spot on the top left where there's light coming in :)

  • @anispinner
    @anispinner 18 днів тому +16

    We've come a long way in such a short time.

  • @NeatWolf
    @NeatWolf 18 днів тому +15

    Gotta say, I'm getting pretty desensitised to "realism at all costs" - it's flattening all games to look the same (read: the Unreal Engine plague). Appreciate seeing something "heavy" on Godot as well tho, looks good! (probably shadow bias could use some tweaking)

    • @Alexander20091988
      @Alexander20091988 18 днів тому +5

      yeah getting better high end result usually means also we get better(more optimized) low end results, which means more playground for us. i like where this is going.

  • @EeVeE3D
    @EeVeE3D 18 днів тому +10

    Really amazing work Wojtek.. ❤️

  • @VojtechLacina
    @VojtechLacina 18 днів тому +7

    Just wow, great work in pushing Godot!

  • @afghangoat
    @afghangoat 18 днів тому +5

    Very nice work!! Please make a tutorial on how did you achieved this great lightning. Very impressive tech demo.

  • @Matshiro
    @Matshiro 18 днів тому +2

    Amazing stuff :O Never would I thought something can look this good in Godot.
    I miło w sumie znowu widzieć że wrzucasz filmiki :D

  • @RyanGamesOfficial
    @RyanGamesOfficial 19 днів тому +71

    Whats your RAM and VRAM usage????

    • @MangaGamified
      @MangaGamified 18 днів тому +23

      Yes 🐏

    • @rolandixor
      @rolandixor 18 днів тому +7

      @@MangaGamified True.

    • @quintin1561
      @quintin1561 18 днів тому +3

      It's infinity

    • @wojtek_pe
      @wojtek_pe  18 днів тому +59

      Actually according to Godot profiler not that bad:
      RAM:
      - Static Memory: 712MiB
      - Static Memory Max: 1.84GiB
      VRAM:
      - Texture memory: 2.25GiB
      - Overal Video memory: 2.48GiB

    • @Josh-op6dl
      @Josh-op6dl 18 днів тому +2

      "Enough"

  • @mohsenzare2511
    @mohsenzare2511 19 днів тому +13

    Great work Wojtek

  • @canjiica
    @canjiica 18 днів тому +1

    That's awesome! Great work, congratulations!

  • @ThantiK
    @ThantiK 19 днів тому +22

    Could you release a demo? I'd love to run this locally.

    • @MangaGamified
      @MangaGamified 18 днів тому +1

      True

    • @florianz8257
      @florianz8257 18 днів тому +2

      i don't think it's possible in a simple way, quixel recently change licence, but for sharing a project with those asset :
      a. Sharing of Content. Under a Standard License, you may not Distribute Content on a standalone basis to third parties except to your collaborators (either directly or through a third-party repository) who are utilizing the Content in good faith to develop a Project with you or on your behalf. This means, for example, that you may share Content with your employees, affiliates, and contractors in a private online repository while you work on a Project together. Those collaborators you share Content with are not permitted to further Distribute the Content (including as incorporated in a Project) and must delete the Content once it is no longer needed for developing a Project with you or on your behalf. You are responsible for ensuring that any third parties you share Content with comply with the terms of this Agreement. You are solely liable for any violation of this Agreement by collaborators with respect to any Content you share.
      So, the project can be made availlable but quixel assets can't; It's my understanding, maybe false.

    • @ItzVic
      @ItzVic 8 днів тому

      ​@@florianz8257 the demo could also be an exported exe

  • @JohnLogostini
    @JohnLogostini 17 днів тому

    The most impressive visuals I have seen in Godot

  • @VityyOne
    @VityyOne 18 днів тому

    I don't know if it's just me but the music that started in the cave had me ready to see a Covenant detachment pop up at any moment xD

  • @GoDogGame
    @GoDogGame 13 днів тому

    Beautiful. Inspiring. Excellent work!

  • @EmeraldStudioSweden
    @EmeraldStudioSweden 18 днів тому +4

    It's cool to see other engines utilizing what we have had access to for a long time now. It's still a long way from Unreal quality but this is looking good!!

  • @konoko-o3o
    @konoko-o3o 18 днів тому +2

    Amazing work, very cool, btw Godot 3D capabilities are looking better every day.

    • @verdox0
      @verdox0 18 днів тому

      why that example looks like that is because of of his custom shaders. default godot graphics dont look like that. you would need to know graphics programming to recreate something like that

    • @The_Xeos
      @The_Xeos 17 днів тому

      @@verdox0 Looks mostly like stock GI to me, or are you talking about the megascan materials?

    • @verdox0
      @verdox0 17 днів тому

      @@The_Xeos no im talking about the shaders

    • @The_Xeos
      @The_Xeos 17 днів тому

      @@verdox0 but... which shaders? You do realize how vague "shader" is?

    • @konoko-o3o
      @konoko-o3o 14 днів тому

      @@verdox0 Maybe in this case you are right, but I'm not completely sure about the general observation, I normally use Unreal, but I tested a third person game build with Godot from it's store a month ago (a demo of a small robot game, search for Third Person that you will find), and the quality of that game are actually graphically superior to this one and don't use anything rather than Godot itself, I open the project to see the source code and assets to get a few ideas and looks great, not close to Unreal yet, but looks like a substantially improvement from the last versions of Godot.

  • @A.Yankovskiy
    @A.Yankovskiy 18 днів тому

    An impressive result !

  • @Jasonsumm
    @Jasonsumm 18 днів тому +2

    Amazing work as always!! What addons did you use for the terrain and scattering?

  • @OmGazz
    @OmGazz 15 днів тому

    Man, this is amazing

  • @InternationalYapper
    @InternationalYapper 18 днів тому +1

    Damn , it looks so good

  • @tiktokdailyreview7015
    @tiktokdailyreview7015 18 днів тому +7

    could we please have a tutorial to archive this, or series of small steps to archive this, or source or some demo scene it look very good

    • @rationalrama
      @rationalrama 18 днів тому +2

      why do you want to archive it? or did you mean achieve?

    • @ThotTee
      @ThotTee 18 днів тому

      don't learn how you can achieve this, learn the tech behind it, and make your own ideas

  • @PeppoMusic
    @PeppoMusic 18 днів тому +3

    Is that jitter in the distant objects on the right, in the very beginning z-fighting and some LOD issue, or is it a sampling/aliasing issue? Looks like an important detail to fix. Other than that, everything looks pretty amazing!

  • @Kry0000
    @Kry0000 18 днів тому

    Impressive, thanks for sharing.

  • @guierme1573
    @guierme1573 17 днів тому

    Perfect

  • @rahmanlinux9602
    @rahmanlinux9602 18 днів тому

    Ahhh beautiful

  • @krombopulousmichael3946
    @krombopulousmichael3946 18 днів тому +2

    WOW

  • @Blender.Quebec
    @Blender.Quebec 12 днів тому

    Very impressive :-)

  • @blaze3495
    @blaze3495 17 днів тому

    The elder scrolls 6 looks good to me. Ship it!

  • @KaasTVNL
    @KaasTVNL 18 днів тому

    good job and good example for godot

  • @b-bug923
    @b-bug923 13 днів тому

    If you can you should scatter some more ground details and maybe its possible to do some dither blending where the meshes meet. (at least with the terrain)

  • @Morimea
    @Morimea 17 днів тому

    Impressive!

  • @honaleri
    @honaleri 18 днів тому

    Grass is a flirt. I stopped being depressed outside. Whenever I touch grass, it calls the cops. ☹

  • @lukabrasi001
    @lukabrasi001 17 днів тому

    very nice but you could have used a few extra shaders. namely a texture blending between two objects inside the cave becuase there's no way the cave floor and walls can be so separated naturally

  • @FinaISpartan
    @FinaISpartan 17 днів тому

    Can you make smooth / cinematic camera for future demos? I feel like it would make it much more enjoyable to watch.

  • @izunouchiha39
    @izunouchiha39 17 днів тому

    Insides of the cave seem super dark despite having a huge 'window' that should allow enough light to make the walls somewhat visible - did you tweak the exposure on purpose to show the orb illuminating the scene or is it some light bouncing limitation in godot?
    Anyway cool demo was thinking about throwing some quixel assets into godot myself to test its potential just yesterday and boom your video in my feed.

  • @siyuan2177
    @siyuan2177 15 днів тому

    Hi bro, I was wondering... can you share the lightning and shadows settings? They looks so good, me and my friends are kind of having a hard time figuring out how to set all up🥲 Thanks in advance

  • @visualcortex7500
    @visualcortex7500 18 днів тому

    Great work. Reminds me of Gothic somehow. How hard it was to make this scene compared to Unreal?

  • @Coolae450
    @Coolae450 14 днів тому +1

    Can you open source the project files???

  • @SledgeHammer-ht2rq
    @SledgeHammer-ht2rq 18 днів тому +2

    Good work. I have to say, it looks:
    - a bit flat, even with megascans
    - is voxelGI broken ?
    - too black shadows (no environments bounce)
    - could be a bit more soft shadows
    - low quality leaves / bushes / trees
    Just my first impression. FPS would be interesting.

  • @lonelywolf6329
    @lonelywolf6329 18 днів тому

    nice one!

  • @luckyknot
    @luckyknot 18 днів тому +2

    This looks really good being Godot. That being said, and I hope to not sound very harsh because I love Godot and I have been using it for a year now but only for 2D, that this still looks like a 2005 ·3D game, it's still light years from what Unreal offers regarding photorrealism.. Comment apart, the video induced me motion sickness I guess because of lower fps. on how the video was recorded, not Godot-s fault. I hope Godot gets the 3D quality bar higher but not to the cost of putting other important stuff in the pipeline on hold.

    • @Dark__Thoughts
      @Dark__Thoughts 18 днів тому +2

      wat
      Are you sure you were around in 2005? This looks closer to Eldenring than a 2005 game. lol
      The majority of games don't even make use of Unreal's graphical capabilities since most systems couldn't even handle it anyway.

    • @Morimea
      @Morimea 17 днів тому

      Not 2005 for sure.
      Godot4.3 in 3d is late UnrealEngine3 level of visuals - 2010-2015 years graphics.

    • @luckyknot
      @luckyknot 17 днів тому

      @@Morimea fair enough. I buy 2010. Godot shouldn´t compete to achieve other engines photorrealism to the expense of other important features in the pipeline, I meant to say that.

    • @luckyknot
      @luckyknot 17 днів тому

      @@Dark__Thoughts in 2006 I was playing Elder Scrolls IV Oblivion. As I said in the other answer, you are right, maybe not 2005, but I buy 2010.

    • @lbo87
      @lbo87 14 днів тому

      Most of the acclaimed and highest selling games in the last 5 years don't even use Unreal Engine. Most of the flops were powered by the Unreal Engine.

  • @ajharbeck2075
    @ajharbeck2075 10 днів тому

    I wonder how it would have looked out in the open without the fog in the distance, how far can you see the details.
    Does Godot have a method or system for using L.O.D.s?

  • @firerunnew
    @firerunnew 18 днів тому

    Ого! Красиво

  • @MastermindAtWork
    @MastermindAtWork 18 днів тому

    You're trying to recreate the Unreal 5 demo into Godot 4? Interesting.

  • @Wrobot
    @Wrobot 19 днів тому +1

    Looks awesome!

  • @ItzVic
    @ItzVic 19 днів тому +11

    this looks great, but rip Godot performance

  • @mjKlaim
    @mjKlaim 18 днів тому

    I've been trying to import in Godot the quixel scenes several times in various ways, helped by unreal2godot, and always fails to get properly imported models. If you have a specific process to do that (using your plugin, I'm interested) it would be helpful at least to me T_T

  • @DestusG
    @DestusG 12 днів тому

    Damn

  • @chaosmachines934
    @chaosmachines934 18 днів тому +1

    can we get a tutorial on this

  • @temhirtleague-chess
    @temhirtleague-chess 17 днів тому

    Would have believed you if you told us it was in UE5

  • @leonid998
    @leonid998 18 днів тому

    Are u using jolt?... pleeeeeease make a demo for linux

  • @godkekliveshere431
    @godkekliveshere431 18 днів тому

    no way in 4.3 NO WAY DOG
    what's your magic
    and did you use jolt to handle most of the 3D

  • @noiJadisCailleach
    @noiJadisCailleach 18 днів тому +1

    Basically UE

  • @topchannel8505
    @topchannel8505 18 днів тому

    how long did it take to level design this?

  • @OrangeIND-
    @OrangeIND- 17 днів тому

    After GODOT got
    Vulkan every thing change

  • @JorgeFlores-ck8bp
    @JorgeFlores-ck8bp 19 днів тому +5

    Make the demo public or explain how You make it, I have use Mterrain And the results are great but not up to that level

  • @_gamma.
    @_gamma. 17 днів тому

    What shaders did you use?

  • @Beryesa.
    @Beryesa. 14 днів тому

    The ground collisions look pretty ugly tbh but I loved the rest of the environment

  • @qingyun6005
    @qingyun6005 18 днів тому

    So the question is, which is better, MTerrain or Terrain3D?😁

    • @MangaGamified
      @MangaGamified 18 днів тому +1

      A demo for both would be *iNTResting*
      like Demo A used MTerrain, Demo B used Terrain3D

    • @florianz8257
      @florianz8257 18 днів тому +1

      @@MangaGamified Don't forget Zylaan Hterrain

  • @jaydeepranpara5121
    @jaydeepranpara5121 17 днів тому

    why it is not animated grass

  • @harnaz_nerville1181
    @harnaz_nerville1181 19 днів тому

    Kapitalna robota!

  • @HZ_Sai
    @HZ_Sai 18 днів тому

    no way

  • @jesusmora9379
    @jesusmora9379 18 днів тому +8

    I'm glad to see someone finally trying 3D on godot. we need more of these tech demos to show what godot is truly capable of.
    just some minor problems I noticed with your scene:
    1 - try to adjust LOD, the objects are popping too close to the camera. also change shadow distance.
    2 - for dynamic time of day this is not as reliable, but try to increase directional light size to get PCSS.
    3 - the scene is too plain, it needs more atmosphere, some other forms of GI or some moving things like fire, water or creatures, like birds or insects.
    4 - it's too grey and it looks like you are using filmic or linear. you should use ACES for best look.
    5 - use a physical camera for FOV and changes in brightness.
    6 - get the motion blur shader if the scene is fast enough, also get some better anti-aliasing like MSAA or upscaling. TAA works better when there's high framerate.

    • @florianz8257
      @florianz8257 18 днів тому

      6 - FSR2 set to 1.0 is better than anything in my project, better looking than taa and relatively fast too.

    • @jesusmora9379
      @jesusmora9379 18 днів тому

      @@florianz8257 FSR has limitations. it disables TAA. TAA is needed for the motion blur compute shader. FSR can also be more heavy than MSAA which gives better results, and can blur text on surfaces.

    • @florianz8257
      @florianz8257 18 днів тому

      @@jesusmora9379 Oh, interesting, i will redo my test on my project to retest MSAA. If (on this project) it's better quality and cheaper than FSR2 it's a good deal.

    • @Morimea
      @Morimea 17 днів тому

      @@florianz8257 MSAA - filter only edges-of-geomerty - it does not filter textures.
      In general - TAA or FSR 2 will give quality little better than MSAA 2x and work little faster than MSAA 2x.
      MSAA 4x is better than TAA/FSR2 but it multiple times slower than 2x.
      (for context TAA included to FSR2 in Godot)
      Godot have good page in docs - search - 3D antialiasing.
      And remember 2D antialiasing is different than 3D.

    • @florianz8257
      @florianz8257 10 днів тому

      @@jesusmora9379 after test, fsr2 at 1.0 is best for my eyes on my project. Also, i have tested the motion blur plugin, it works too with fsr.
      Anyway i have problem with alpha scisored particles and this plugin, i will submit an issue, it could be a pb with the motion vector in that case.
      Until that got fixed, the old motion blur on assetstore in screen space continue to be a good option.

  • @solitary200
    @solitary200 18 днів тому

    Curious: why MTerrain and not Terrain3D?

    • @Bigsperg
      @Bigsperg 17 днів тому

      Probably because of texture streaming

  • @real2rek
    @real2rek 19 днів тому

    Świetne particle przy osuwisku.

  • @OrbitalCookie
    @OrbitalCookie 18 днів тому

    Everything would suddenly seem twice as good if you fixed the camera jank

  • @shinwoh6518
    @shinwoh6518 18 днів тому

    Imagine this but with HDDAGI

    • @Capewearer
      @Capewearer 8 днів тому

      Less stutters. But assets won't change.

  • @zivivi32
    @zivivi32 18 днів тому +1

    Next thing we know, Bethesda is going to make Skyrim 7 in Godot4

  • @AryanMehrotra-lc1ej
    @AryanMehrotra-lc1ej 18 днів тому

    I assume you're using SDFGI?

    • @jesusmora9379
      @jesusmora9379 18 днів тому

      doesn't look like it

    • @Morimea
      @Morimea 17 днів тому

      SDFGI works good only in "small rooms-like corridors".
      In openworld - SDFGI-voxels exist only around camera so there will be huge visual difference betwen far and near - very bad visually. Lighting and shadows will be poping when you move.
      I think this scene use just common postprocessing like SSAO/SSR.

    • @AryanMehrotra-lc1ej
      @AryanMehrotra-lc1ej 17 днів тому +1

      @@Morimea I don't believe that's true though, SDFGI is meant for open worlds and you can't get dynamic global illumination through other methods easily on a large scale in godot, to your second point SDFGI works in world space not screen, so it also calculates the lighting for objects not shown by the camera, Also I posted the original comment because of how the cave is illuminated at around 1:20, you can clearly see secondary bounces at the wall against the light is coming from.

    • @ViktorsJournal
      @ViktorsJournal 17 днів тому

      @@AryanMehrotra-lc1ej You are correct. Plus the sdfgi probe density is configurable in cascades.

  • @williamgodwinACAB
    @williamgodwinACAB 18 днів тому +1

    Good for RX6800S. Did u try FSR?

    • @Morimea
      @Morimea 17 днів тому

      it 1080p.... you need FSR when upscaling to 2k or 4k, upscale from 1080p+.
      use FSR for 1080p - means you will be upscaling 720p result - this is very bad.

    • @williamgodwinACAB
      @williamgodwinACAB 17 днів тому

      @@Morimea Steam Deck devs didn't know that? =)

  • @Capewearer
    @Capewearer 8 днів тому

    Sorry, your prevoius projects looked much, much better. That one suffers from asset incosistency - you put obviously detailed assets on the geometrically sharp terrain with blurry texture.
    Grass appearing in front of player face feels like homage from early 2000s - when each polygon was on the count.
    3:07 these low distance shadows are definitely not the artistic vision.
    If you're going to further optimize that demo, please, check, if terrain chunks aren't too big. Godot really dislikes overdraw (I checked it, the gains are noticeable in case of such geometry).

  • @wordsandletter
    @wordsandletter 18 днів тому +3

    Needs nanite and virtual shadows though. That pop-in is absolutely hideous.

  • @Bonkahe
    @Bonkahe 19 днів тому +1

    Looking beautiful!
    Keep it up~

  • @DonatemangaCom
    @DonatemangaCom 19 днів тому +1

    here we go my friend. Your amazing setup makes me believe my work sucks, hahaha:
    Really good work :-D

  • @RebelliousX
    @RebelliousX 17 днів тому +1

    that stuttering, ugh, not impressed, as dizzying as low framerate VR experience in the first days of oculus quest.

  • @GoblinArmyInYourWalls
    @GoblinArmyInYourWalls 18 днів тому

    Im gonna link this video anytime someone tries to drop the "godot cant do 3d"

    • @jesusmora9379
      @jesusmora9379 18 днів тому

      the only one saying that is chatGPT

    • @GoblinArmyInYourWalls
      @GoblinArmyInYourWalls 18 днів тому

      @jesusmora9379 it's all over yoytibe comments and reddit comments, though. A lot of people scoff at godot and outright tell new people not to touch it because it can't do 3D, despite the fact that hasn't been true for years

  • @addmix
    @addmix 18 днів тому

    Erm... Dontcha know that godot can't do 3D?

    • @autumnbrushtail
      @autumnbrushtail 18 днів тому

      See there's tons of stuff on Bluesky that's 3D, so yeah, no. I don't think it can do 3D

    • @MangaGamified
      @MangaGamified 18 днів тому

      can you fill me in?

    • @autumnbrushtail
      @autumnbrushtail 18 днів тому

      @@MangaGamified Godot totally can do 3D, has been for a while, there's tons of examples of it, but if you make a dumb comment like OP, then expect a dumb reply

    • @MangaGamified
      @MangaGamified 18 днів тому

      @@autumnbrushtail I was talking to OP, this is what it looks like if I was talking to say John Doe

    • @autumnbrushtail
      @autumnbrushtail 18 днів тому

      @@MangaGamified oh, fair enough

  • @tando6739
    @tando6739 19 днів тому +1

    This is amazing!!!
    😍

  • @JakobKobberholm
    @JakobKobberholm 19 днів тому

    That is gorgeous!

  • @FinaISpartan
    @FinaISpartan 19 днів тому +4

    OMG that has to be the best 3D Godot scene to date

    • @Capewearer
      @Capewearer 8 днів тому

      Nope. Take a look for Godot Jungle Demo (by WRobot), PVKK gameplay demo and play demo for Sandfire (a souls-like). These ones have much better scenes from artistic standpoint and asset consistency. I highly recommend all of them.

  • @Thomas_Lo
    @Thomas_Lo 19 днів тому +2

    Wow, you outdid yourself again.

  • @AnesPro0
    @AnesPro0 18 днів тому +1

    its a bit similar to GTA5

  • @Even-Steven
    @Even-Steven 19 днів тому

    Looks great. 👍

  • @ulissesviabr
    @ulissesviabr 19 днів тому

    Nice work!

  • @francomasip
    @francomasip 19 днів тому

    esto es impresionante!

  • @neptun3189
    @neptun3189 18 днів тому +1

    Jesus Christ I did not know Godot could do this

  • @SlayerDUDE1993
    @SlayerDUDE1993 19 днів тому

    thalookGOOD

  • @zxcaaq
    @zxcaaq 18 днів тому

    looks horrible yikes

  • @sinuhedev
    @sinuhedev 19 днів тому

    wow

  • @Kenneth_Lo
    @Kenneth_Lo 19 днів тому +1

    "Godot graphics is ps2 era"

    • @MangaGamified
      @MangaGamified 18 днів тому

      its up my alley then, low poly NPR hand painted stuff if not low poly ghibli stuff

    • @florianz8257
      @florianz8257 18 днів тому +1

      Well, be honest, it's between ps3 and ps4 ;)

  • @RexSacriticulus
    @RexSacriticulus 18 днів тому

    Godot is inherently non-3d.