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Wiki is missing important information #37
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Hello There! Thanks for telling me that by the way! :) |
I've drafted some text... Let me know what you think! I've also included some bugfix and feature requests. also, it would be super helpful if you clarified the connection between "chunks" and "grid units" in the base concept wiki page. I've also added a little terrain LUT shader example that I think could be helpful for people. Maybe people can contribute open source example shaders that you can include with the plugin? Quick Start Guide
min_size defines the smallest possible grid unit in meters. Lower numbers allow the terrain to be chunked more efficiently region_size defines how big each region will be. This setting is in grid units. min_size * region_size = region size in meters. e.g. if you want a terrain that is 8192x8192km, and you want to divide that into 16 x 16 regions for a total of 256 regions, you could try the following settings: Formulas:
NOTE: once you've started sculpting your terrain you cannot change these settings.
NOTE: Remember to save regularly - the painted data isn't automatically saved. You can do this by saving the scene Importing Heightmap
MGrass Quick Start Guide
IMPORTANT: You can not change this setting after you start painting grass. E.g. for grass, 0.25 or 0.5 density is good. For trees, 2 or 4 density is good. For very large rocks, you might use 8.
The density is controlled by "grass_in_cell" and must be a whole number, no fractions. This means that the lowest density is 1. the maximum density is 256. This is the reason for setting an appropriate density in MGrassData.
Regions, Chunk, and Grid unitsTo work with MTerrain it is helpful to understand what Regions, Chunk, and Grid units are. If you zoom out all the way, you have a terrain. This terrain is broken down into regions. Regions are like stand-alone mini-terrains that have been stitched at the edges. MTerrain loads and unloads regions in their entirety. You cannot load part of a region only. If you zoom into a region, this is where the efficiency magic happens. MTerrain breaks a region into chunks, and does some magic to make chunks that are far away use less resources for rendering. The smallest possible chunk is called a grid unit. Most of the settings are measured in grid units Troubleshooting:
Another issue might be that your density * grass_in_cell is lower than the size of your brush. Try increasing grass_in_cell or using a bigger brush Another issues could be that you've accidentally deselected the MGrass node. Try turning paint mode of and on again.
FEATURE REQUESTS
BUGFIXES
Questions
MTerrainMaterial shader with LUT
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Thank you very much rossunger! I just modified some of these and I added this page: page , see if it is good or we can something more! Really good work and many good suggestion! Thank you! |
This is great! |
I edited the addon to add a button RELOAD which appears in the MTools panel. In the MTools.tscn I added a button and connected it to the following : in mtools.gd:
and in m_terrain.gd, in the enter_tree function I added:
this solves my problem with reloading the terrain while working on mgrass. Might help someone else |
I wrote a editor script to export grass data:
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and here's one to export the whole heightmap as a single exr file
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I love this plugin, but noticed that the wiki is missing a lot of information about how to use this plugin. Some of the information is covered in your videos, but not in the wiki
Would it be helpful if I drafted some text explaining some of the features?
I've had a lot of situations where I misunderstood how some aspect of the plugin worked, and had to rewatch the videos several times to realise what my mistake was. MGrass currently has no write-up. (unless I'm mistaken?)
Also, I still get confused with Region Size and Terrain size.
Also, it would be SUPER helpful to see descriptions of what each property does in the editor. I believe this will now possible in godot 4.3 with this new gdextension feature: godotengine/godot#83747.
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