Do you know any way to use scatter with TerraBrush created terrain? The script requires meshinstance3d, but unlike terrain3d, TerraBrush does not have a feature to bake a mesh out of it.
I’ve never used TerraBrush. What kind of resource it uses for the terrain? You may be able to plug that surface to create the geometry for scattering (such as grass)!?
No. This is a standalone pack that works independently. No plugins needs - but if you need, you can make it work with terrain 3D with a little more extra work.
You can bring your own assets in to the pack. I am planning on building a tutorial and some templates in future versions, but for now, You can use the terrain materials for your terrain meshes as is. if you want materials to be working with the vegetation, you might need a bit of a setup and correct UVs. If you want to add your assets into the scatter tools, you have to update paths (I recommend duplicating the tool to a new one for your assets) pointing where your assets are.
Scatter tools which generate multimesh instances need a separate mesh resource (tres or mesh) so they can work properly.
Since my plan is to build modular packs for Godot under the name of PolyBlocks, you will have different packs - EffectBlocks, NatureBlocks etc which will stay inside the PolyBlocks root folder. However you can just drag and drop it (whole folder) elsewhere. But the tools won’t work, you will need to manually fix the paths I referenced inside the tool scripts.
I’m blown away by this. It seems like exactly the thing that would help me with my game.
I have a question regarding the scattering of grass. I find the look of extremely dense grass very compelling, and this isn’t a huge problem depending on method of implementation. You use multimeshinstance3D which is exactly what one would expect to utilize here. But the problem I ran into was scaling.
There’s limitations of culling in multimeshinstance nodes so it’s often helpful to break them up into a number of chunks to allow some amount of culling to occur. With this tool, how does it define multimesh instances? Is an entire generated seed its own instance? If a large area is covered, does it get broken up?
Hi! Thanks for your comment and this is a very interesting question. I tried with 1 million grass scattered in a flat surface to test performance (I will upload a video later) and it works just fine in my laptop. Regarding multimesh instance, it’s a single object, and it gets culled out when you are very far away.
I made NatureBlocks with the idea in mind that you need to be building worlds not in a whole big one piece but smaller manageable chunks stitched together. So each mesh will contain the grass multimesh node, and as Godot does not render what’s behind the camera by default, this will save you a lot of performance. So it’s more like a terrain set-piece with grass/ shurbs and other assets on it, then you spawn them on your scene throughout.
I just checked with the Compatibility mode, assets look good except for the water material, which might need a little tweaking. Volumetric fog does not work in compatibility, so you might need to add Fog manually (if you intend to use). Other than that, most other assets use textured assets, which looks just fine. However for web builds, I would recommend downscaling the 2K textures to some lower resolution.
← Return to asset pack
Comments
Log in with itch.io to leave a comment.
Do you know any way to use scatter with TerraBrush created terrain? The script requires meshinstance3d, but unlike terrain3d, TerraBrush does not have a feature to bake a mesh out of it.
I’ve never used TerraBrush. What kind of resource it uses for the terrain? You may be able to plug that surface to create the geometry for scattering (such as grass)!?
does it connects somehow with terrain3d to scatter over it?
No. This is a standalone pack that works independently. No plugins needs - but if you need, you can make it work with terrain 3D with a little more extra work.
you can bake terrain3d mesh, and use the mesh for scattering.
The plugin looks great and is what I have been looking for.
One question tho, are the assets fixed or can one use other assets?
You can bring your own assets in to the pack. I am planning on building a tutorial and some templates in future versions, but for now, You can use the terrain materials for your terrain meshes as is. if you want materials to be working with the vegetation, you might need a bit of a setup and correct UVs. If you want to add your assets into the scatter tools, you have to update paths (I recommend duplicating the tool to a new one for your assets) pointing where your assets are.
Scatter tools which generate multimesh instances need a separate mesh resource (tres or mesh) so they can work properly.
Everything looks really good so far, the only thing that bothers me A LOT is that I need to place it in the root of my project
Thank you!
Since my plan is to build modular packs for Godot under the name of PolyBlocks, you will have different packs - EffectBlocks, NatureBlocks etc which will stay inside the PolyBlocks root folder. However you can just drag and drop it (whole folder) elsewhere. But the tools won’t work, you will need to manually fix the paths I referenced inside the tool scripts.
Do the lake generator work?
I am trying to use it and looks like the LakeWater mesh is not being generated.
Could you please share a screenshot of your path?
Path needs to be;
1. Placed on a fairly flat surface
2. Closed loop
Let me know if that doesn’t work
I create a flat mesh, a path3d with closed loop and still no water mesh :/
I’m blown away by this. It seems like exactly the thing that would help me with my game.
I have a question regarding the scattering of grass. I find the look of extremely dense grass very compelling, and this isn’t a huge problem depending on method of implementation. You use multimeshinstance3D which is exactly what one would expect to utilize here. But the problem I ran into was scaling.
There’s limitations of culling in multimeshinstance nodes so it’s often helpful to break them up into a number of chunks to allow some amount of culling to occur. With this tool, how does it define multimesh instances? Is an entire generated seed its own instance? If a large area is covered, does it get broken up?
Hi! Thanks for your comment and this is a very interesting question. I tried with 1 million grass scattered in a flat surface to test performance (I will upload a video later) and it works just fine in my laptop. Regarding multimesh instance, it’s a single object, and it gets culled out when you are very far away.
I made NatureBlocks with the idea in mind that you need to be building worlds not in a whole big one piece but smaller manageable chunks stitched together. So each mesh will contain the grass multimesh node, and as Godot does not render what’s behind the camera by default, this will save you a lot of performance. So it’s more like a terrain set-piece with grass/ shurbs and other assets on it, then you spawn them on your scene throughout.
Been looking for a nature maker for a while, This fits the bill, good stuff
Thank you :)
This looks great, I purchased effect blocks and am very happy with it! Will likely buy this one soon as well.
I would be interested to see how this works in the compatibility renderer for web builds or how much tweaking would be needed to get that working.
Thank you for using EffectBlocks.
I just checked with the Compatibility mode, assets look good except for the water material, which might need a little tweaking. Volumetric fog does not work in compatibility, so you might need to add Fog manually (if you intend to use). Other than that, most other assets use textured assets, which looks just fine. However for web builds, I would recommend downscaling the 2K textures to some lower resolution.
Perfect, thanks for testing that!