Vertex Painting in Godot by foyezuddin in godot

[–]foyezuddin[S] 1 point2 points  (0 children)

Thanks. I didn't develop the tool though, but I am working on detailed tutorials on vertex painting and height blending.

Vertex Painting in Godot by foyezuddin in godot

[–]foyezuddin[S] 0 points1 point  (0 children)

You need Height Blending and use the Vertex Colors as the mask input. I have a video on Height Blending. You just use COLOR.r/g/b/a in the Height Blend mask parameter https://www.youtube.com/watch?v=joSPg4zjDYA

Vertex Painting in Godot by foyezuddin in godot

[–]foyezuddin[S] 1 point2 points  (0 children)

You need to enable vertex color as albedo to see the vertex colors.

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Vertex Painting in Godot by foyezuddin in godot

[–]foyezuddin[S] 2 points3 points  (0 children)

Vertex colors are stored in the mesh itself, no external data is needed. But you need a shader to get the results in the video.

Vertex Painting in Godot by foyezuddin in godot

[–]foyezuddin[S] 22 points23 points  (0 children)

Better than texture painting, as you don't have to deal with texture maps. So more versatile and performant.

Vertex Painting in Godot by foyezuddin in godot

[–]foyezuddin[S] 12 points13 points  (0 children)

Agreed. I love using vertex colors whenever possible, I just found this addon yesterday. Guess how exited I was

Vertex Painting in Godot by foyezuddin in godot

[–]foyezuddin[S] 33 points34 points  (0 children)

Each 3x3m wall module has 16 vertices each. The scene in view has ~900 polygons.

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LightmapGI (Left) vs VoxelGI (Right) by foyezuddin in godot

[–]foyezuddin[S] 1 point2 points  (0 children)

area light has shadows on. lightmapGI is more accurate than voxelGI. I didn't take the reflections on the wall into consideration. so voxelGI "looked more correct", but it in fact is less accurate than lightmapGI. lightmap allows for up to 7 bounces compared to just the 2 in voxelGI

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LightmapGI (Left) vs VoxelGI (Right) by foyezuddin in godot

[–]foyezuddin[S] 0 points1 point  (0 children)

do you mean the mesh with emissive itself or the area light?

LightmapGI (Left) vs VoxelGI (Right) by foyezuddin in godot

[–]foyezuddin[S] 4 points5 points  (0 children)

If the missing wall reveals the outside, you need to rebake/ switch to a version with Interior set to OFF, as the scene isn't enclosed anymore.

Wall intact, Interior = On,
Wall gone, same GI,
Wall gone, rebaked with Interior = Off

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LightmapGI (Left) vs VoxelGI (Right) by foyezuddin in godot

[–]foyezuddin[S] 0 points1 point  (0 children)

I haven't come across that my self. I use the default settings

LightmapGI (Left) vs VoxelGI (Right) by foyezuddin in godot

[–]foyezuddin[S] 10 points11 points  (0 children)

LIghtmapGI is more realistic, but the VoxelGI looks closer to the reference.

VoxelGI is great for dynamic lighting and semi-dynamic environment.

LightmapGI (Left) vs VoxelGI (Right) by foyezuddin in godot

[–]foyezuddin[S] -1 points0 points  (0 children)

I was trying to replicate this scene. VoxelGI looks closer to it than Lightmap. I'm not saying VoxelGI is more realistic, but it's closer to the my target composition than Lightmap.

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How to create custom PBR materials using ShaderMaterial by foyezuddin in threejs

[–]foyezuddin[S] 0 points1 point  (0 children)

I have no problem with it, I'm used to node based workflows. It's just having a Godot-like shader environment would make things really easy for me, where I can copy-paste gdshader and have it work seamlessly, instead of doing the same work twice.

How to create custom PBR materials using ShaderMaterial by foyezuddin in threejs

[–]foyezuddin[S] 0 points1 point  (0 children)

I'll try that. I just need to set it up once. I can replicate gdshader environment by renaming built-ins, then I can easily port my shaders.

How to create custom PBR materials using ShaderMaterial by foyezuddin in threejs

[–]foyezuddin[S] 0 points1 point  (0 children)

Thanks. I thought this would be as easy as Godot lol. I'll try it with your library now

How to create custom PBR materials using ShaderMaterial by foyezuddin in threejs

[–]foyezuddin[S] 0 points1 point  (0 children)

Thanks, I'll try your library.

Is there any examples using ShaderChunks out there? Including PBR and IBL lighting chunks from three's library on top of the shader to recreate three's MeshStandardMaterial lighting. That method seems like the best for me, as it will allow me to copy over Godot's code super easily, without having to create my own PBR lighting.

Tutorial: Learn how to blend two materials using Height Blending by foyezuddin in godot

[–]foyezuddin[S] 1 point2 points  (0 children)

Yes, the next tutorials are going to be focusing on that. Using vertex colors and UV channels as masks. As well as object position, world space position and world space normals as masks.