any chance you can find a bit of time to do a video showing how to add water and trees ( maybe small items or buildings and trees in the scatter group) to the brushes for use in terra gen ? the videos you did are great but i havnt figured out how to add a water shader yet. also the texture painting swatches are small and a tool tip or a hover over zoom in would help. i have accidentally painted wrong texture because they seem to small to differentiate. Loving this tool by the way, and im only making ground and hills and paths so far :)
I'm glad you enjoy it! 🙂 For the tree and water, I talked about it a little bit in the first tutorial video (ua-cam.com/video/n5WeAqeea1c/v-deo.htmlsi=h__ibIngQMD9cMHw) I might do a new one soon for trees since I made a huge update, this week, to improve it. For the tooltips, could you open an issue on GitHub about it, so we don't forget it? Also, if you want, feel free to join my discord server (link in the bio), I'm always happy to help!
@@spimortdev it took a bit to get back to this sorry. i did watch that and played around a bit since you replied to me, however i just cant seem to make good river or ocean using your water tool. i must be doing it completely wrong. i would love a short how to on setting up the different types of ware bodies. i.e lake, ocean , and creek or river. i'm sure it would be useful for a lot of people trying to use your awesome toolset.
@@phawse I'll see what I can do! There are no limits to what you can do I'd say, since it supports custom shader. Here's an example I made with "ocean" : x.com/spimortdev/status/1840120326316830751 I'll see if I can make a video about it 🙂
Make sure to provide the Albedo texture property on the foliage definition 🙂 If needed, feel free to join my discord server (link in the bio), I could help you there!
hey spimort i have constant problems with implementing textures (they're imported through the same method, are the same resolution and are the same format.) but when i add more than one texture the terrain always turns this glossy black color as if there is an error with them. Any idea what is causing this? Apologies if this has been answered before
@@synccyt_ do you have an error saying that all textures must be in the same format, in the console of Godot? If needed, I could help you on my discord server (link in my bio) 🙂
I had noticed the same issue. Ive tried changing the import settings from fix alpha border to premute alpha, I've tried going from png to jpg to get rid of the transparency altogether; but the artifact is still there. The best solution I've found is to do quick strokes at higher strength settings and to remove the roughness channels so the blended parts aren't shiny.
@@GoDogGame The glossy effect usually comes from the roughness texture. If you don't want your textureset to be glossy at all, one thing you could do is to provide a pure black image. That really depends on what you are looking for. I found that some textures from, for example, AmbientCG, have strange roughness image which makes the grass looks glossy. If you want, we could check, just to make sure everything's fine. Feel free to join my discord server if this is something you want to check (link in my bio)! I hope this helps! 🙂
please help me, I can't run this addon, writes to me: Unable to load addon script from path: 'res://addons/terrabrush/Plugin.cs'. This might be due to a code error in that script. Disabling the addon at 'res://addons/terrabrush/plugin.cfg' to prevent further errors. I even looked at the solution on the official forum, but I couldn't. I'm on version 4.3. I NEED THIS ADDON.
Make sure you use .Net version of Godot and that you build the project before to enable the plugin 🙂 I'd recommend watching my tutorial video for this : ua-cam.com/video/n5WeAqeea1c/v-deo.html Let me know if it works! 🙂
It's not possible to move th terrain node becaue all the shaders are bused on the 0, 0, 0 coordinate. Changing that would be somewhat complicated. I think it's pretty commun for terrain plugin to work this way tho!
It depends on what you want to do, but in TerraBrush (or other terrain systems), optimisations are applied (for example, the clipmap). In blender, you won't have such thing. IMO, do a terrain a Terrain system, in Godot 🙂
мне нравиться ваш аддон вы сохранили мне кучу времени, вы лучшие ребята!!!🥰
You should add parallax occlusion mapping to add depth to the rocky texture on the ground it will make it look even better!
@@Dragon20C I'll have to check into that 🤭
any chance you can find a bit of time to do a video showing how to add water and trees ( maybe small items or buildings and trees in the scatter group) to the brushes for use in terra gen ? the videos you did are great but i havnt figured out how to add a water shader yet. also the texture painting swatches are small and a tool tip or a hover over zoom in would help. i have accidentally painted wrong texture because they seem to small to differentiate. Loving this tool by the way, and im only making ground and hills and paths so far :)
I'm glad you enjoy it! 🙂
For the tree and water, I talked about it a little bit in the first tutorial video (ua-cam.com/video/n5WeAqeea1c/v-deo.htmlsi=h__ibIngQMD9cMHw)
I might do a new one soon for trees since I made a huge update, this week, to improve it.
For the tooltips, could you open an issue on GitHub about it, so we don't forget it?
Also, if you want, feel free to join my discord server (link in the bio), I'm always happy to help!
@@spimortdev it took a bit to get back to this sorry. i did watch that and played around a bit since you replied to me, however i just cant seem to make good river or ocean using your water tool. i must be doing it completely wrong. i would love a short how to on setting up the different types of ware bodies. i.e lake, ocean , and creek or river. i'm sure it would be useful for a lot of people trying to use your awesome toolset.
@@phawse I'll see what I can do!
There are no limits to what you can do I'd say, since it supports custom shader.
Here's an example I made with "ocean" :
x.com/spimortdev/status/1840120326316830751
I'll see if I can make a video about it 🙂
when I add the texture to the mesh it just stays a white block, only when I switch to particle 3d does it change , any suggestions to fix it?
Make sure to provide the Albedo texture property on the foliage definition 🙂
If needed, feel free to join my discord server (link in the bio), I could help you there!
hey spimort i have constant problems with implementing textures (they're imported through the same method, are the same resolution and are the same format.) but when i add more than one texture the terrain always turns this glossy black color as if there is an error with them. Any idea what is causing this? Apologies if this has been answered before
@@synccyt_ do you have an error saying that all textures must be in the same format, in the console of Godot?
If needed, I could help you on my discord server (link in my bio) 🙂
I had noticed the same issue. Ive tried changing the import settings from fix alpha border to premute alpha, I've tried going from png to jpg to get rid of the transparency altogether; but the artifact is still there. The best solution I've found is to do quick strokes at higher strength settings and to remove the roughness channels so the blended parts aren't shiny.
@@GoDogGame The glossy effect usually comes from the roughness texture. If you don't want your textureset to be glossy at all, one thing you could do is to provide a pure black image.
That really depends on what you are looking for. I found that some textures from, for example, AmbientCG, have strange roughness image which makes the grass looks glossy.
If you want, we could check, just to make sure everything's fine. Feel free to join my discord server if this is something you want to check (link in my bio)!
I hope this helps! 🙂
wonderful thanks
Thanks! 😎
Hi, I'm trying to create a vast ocean and many islands. Do you think it's possible to do it with your tool? By the way, great work!
It's totally possible! 🙂
please help me, I can't run this addon, writes to me: Unable to load addon script from path: 'res://addons/terrabrush/Plugin.cs'. This might be due to a code error in that script.
Disabling the addon at 'res://addons/terrabrush/plugin.cfg' to prevent further errors. I even looked at the solution on the official forum, but I couldn't. I'm on version 4.3. I NEED THIS ADDON.
Make sure you use .Net version of Godot and that you build the project before to enable the plugin 🙂
I'd recommend watching my tutorial video for this :
ua-cam.com/video/n5WeAqeea1c/v-deo.html
Let me know if it works! 🙂
@@spimortdev Everything worked, thanks for this wonderful plugin! Now I can continue working on my project
@@Papajoofable Awesome! 🙂
I noticed that i cant transform the Terrain on anything but the Y axis, is there a way to enable that in this current version?
It's not possible to move th terrain node becaue all the shaders are bused on the 0, 0, 0 coordinate.
Changing that would be somewhat complicated.
I think it's pretty commun for terrain plugin to work this way tho!
@spimortdev that's completely understandable, thank you!
Why Don't you release in Godot GdScript😔
I really love C# 😟
But for real, one of the main reason is perfs, C# performs better than GDScript.
My other option would be to make it in C++
had to stop playing with myself to watch that!
wtf
This is an insane comment.
@@martin_metal_8884 hahah 😅
Bro what???
Bro had to lock in real quick
Would it be better to make a map in TerraBrush or in Blender
It depends on what you want to do, but in TerraBrush (or other terrain systems), optimisations are applied (for example, the clipmap).
In blender, you won't have such thing.
IMO, do a terrain a Terrain system, in Godot 🙂
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