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Alfred Baudisch (Pardall)

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A member registered Mar 15, 2016 · View creator page →

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It's already submitted there, I'm waiting for review :) As for Gumroad, good point, I'll post it today.

Thank you! (and thanks for your icons again, you are in the credits of this one and Vertex Studio!)

Scroll down here, there's a section about Alpha Scissor in visual shaders: https://danielilett.com/2024-02-06-tut8-1-godot-shader-intro/

No worries! Enjoy! :D

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UPDATE: it reconciles only UV changes from Blender, if you change the mesh, nothing happens.

Anyway, a new feature is schedule to release which is export from Vertex Studio back to OBJ or GLTF (so what you paint in Vertex Studio can leave Godot itself). Then you can open the OBJ/GLTF in Blender, update the mesh and reimport back into Godot. More info: https://splitpainter.itch.io/vertex-studio/devlog/1630666/export-objgltf-terrain...

Thanks! There's an undocumented feature released a few days ago that is supposed to reconcile with the source mesh, more info here: https://splitpainter.itch.io/vertex-studio/devlog/1590929/new-version-10-beta3-b...

I haven't tested with changing the mesh vertices themselves though, only the UV, so please backup your scene first before trying. I'll also give it a try and report here next.

No need anymore, thanks. I figured out from the GIF.

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Hey,

I'll answer by numbers, so it's easier to follow:

  1. It's not possible to change the normals of a plane (this is not a limitation of the tool, it's just how 3D works, because the normals are all the same on a plane. If you create a plane on Blender and set Shade Flat or Shade Smooth you can see it doesn't make a difference).
  2. "how to combine unlit and splat mapping here" - since you are painting in a custom material, you have to keep using "Original Material", otherwise you won't see your texture blending. In this case to have it unlit, you have to change the shader to Unlit. If you created the shader following the tutorial, it's a Visual Shader, so double click it and set to Unshaded:

Hey, before I answer you everything, can you please send me the model, material and texture you are using in the gif you attached? It could also be good to send the model Godot scene as well. Then I can investigate your first case of why the hard brush wasn't painting. 

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These that are you trying to select are debug channels ("what channels do you want to view?"). 

The channels for painting are further below, in Paint Settings. There you can shift+click to add to the selection. 

Well, now that Vertex Studio is also in GDExtension C++, a standalone version would be possible. After I release the last updates and the Blender version, I'll take a look into this again.

In any case, this gave me an idea, I'll support triplanar in the "Setup" materials as well. So if your mesh has triplanar mapping, then you can also use the Setup materials and they are going to pick up the triplanar flag :) This is going in the next update.

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Triplanar is something that is defined by the material, thus it doesn't affect vertex coloring. It works the same way as if you didn't have triplanar mapping.

Example in Godot:

  • Mesh with StandardMaterial3D,  check "Vertex Color: Use as Albedo"
  • Assign a texture
  • Check Triplanar in UV1
  • Save and re-open the mesh scene if needed
  • In Vertex Studio, click to restore the Original Material, painting work as normal, but to see the triplanar mapping you have to keep using your mesh's Original Material that has the "Triplanar" setting as on, as shown in the second screenshot below (you can click the arrow icon as many times as you want/need).





I have 2 (or maybe 3) good news for you :)

  1. Export OBJ and GLTF is coming to Vertex Studio Godot
  2. Vertex Studio is also coming for Blender (and it works in Object and Edit mode, so you can paint/manage vertices and normals using all the cool tools from Vertex Studio)

O mundo é muito pequeno mesmo, de todas as pessoas que poderiam interagir, com os milhões de projetos do Itch, logo esse match :)

Valeu, haha e logo o surgimento das plantas foi algo que achei muito legal de implementar.

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I considered it, but I rely on the Godot editor viewport and I'd need to make a custom fork of Godot itself, which is actually something I might try in the future, in order to make a standalone Vertex Studio version experiment (so there would still be the Godot plug-in and a standalone version side by side) . 

Thanks for playing it and for the video!

They are left closed on purpose.

Hey, thanks for asking! It's still going. I couldn't work from it from the end of 2023 and most of 2024 without any progress, but this year I'm working on it a bit here and there.

What a fun game. Congratulations on make such a complex game and finishing it in such a short amount of time. I really like the AI behavior.

Glad you enjoyed it.

Wow, thanks for the kind review @LordCurse! What a nice surprise :)

I'm happy that you are learning with the course, and especially that you are satisfied with it!

Thanks for the suggestion and taking the time to answer! I have gathered enough feedback by email and some from itch (including yours) and I'll post the decision soon.

Thanks for answering!

Thanks!

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Thanks for answering, Matt! Yes, I'm hoping for a LTS.

Updating the codebase with incremental updates would be fine, the problem is the course itself (record and edit videos). A single video can take a whole week - imagine a full course, and then a week later a breaking change of Godot 4.whatever breaks 3 videos.

That's why I'm being careful, I also the course version for v4 to be long-lasting, just like the current version of the course is already definite for 3.5 and won't be deprecated.

I posted this via the course newsletter too, so I already have a few answers and opinions I got by email, I'll wait a week, and soon I'll have a decision that will be based on the average of the answers :)

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Hey, take your time :) Even if you never ever release anything else in regard to it, it's ok, because you already made something great and as you said: the software is useable, it's here, it's available for usage!

Thanks a lot for the throughout review! And I'm happy that you learned with the course - that was my intent when creating it, to create a deep dive into Godot's UI system (as well Resources and dynamic data).

Thanks a lot, @triptych! Glad you are enjoying it :) And thanks again for the nice Udemy review.

Oh I just realized I was being silly, of course the same Blender shader won't appear on PixelOver :)

What I am looking for in PixelOver is the possibility to set your own shader or custom material.

Glad to hear the next update is about materials!

Maybe the same options as the Godot's Standard 3D Material? I.e. Unshaded, etc.


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Considering a model with flat shading:

In PixelOver I tried:

  • Disabled the Directional light
  • Set ambient light to 1 and White
  • Anti-aliasing disabled

But still I can't simulate the flat shading look, I always get a lot of "artifact" pixels:


I tried an auto generated palette with 8 colors. But I still get a lot of "artifacts":


Question

- How can I have the pixels generated as flat as the 3D model?

- Any way that I can just write some GLSL for the canvas?

PS: thanks, great tool! I got it over Steam and I also covered it in my blog: https://alfredbaudisch.com/blog/gamedev/godot-engine/standalone-applications-mad...

Bought it!

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The demo is very convincing and warms my heart with fond memories of an era long gone. I like how it perfectly captures everything about the PS1 while being "modern-friendly". Good work!

Thank you!

Thanks, really cool stuff :)