Comments (4)
As of today GPU painting is supported, so it would be easy to implement a noise brush with a shader.
I'd use something similar to what is described in this article: https://www.decarpentier.nl/scape-procedural-extensions
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This could be added in Godot 3.1 because it has OpenSimplex noise built-in.
from godot_heightmap_plugin.
Could first step be adding a semi-transparent and/or irregular brush, similar how for example unity does it?
This might be somewhat easier and will also give user total control of end result.
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You can load a custom brush already, and even create your own as long as it's saved as EXR.
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Related Issues (20)
- How to update the terrain while the game is running? HOT 7
- Is there a way to change the color of Low_Poly_Shader in a similar fashion to Classic4Lite? HOT 1
- Being able to set the "aspect ratio" of an Hterrain node through code HOT 2
- Using `group_uniforms` in a custom shader, creates superfluous subgroups in the hterrain inspector for custom shader. HOT 4
- Blender-like sculpting shortcuts. HOT 1
- Graphics Glitch when using MultiSplat16 mode (especially with Screen Space Reflection) HOT 10
- Apply terrain Generation only to a masked region of terrain (for multi-biome / multi type terrains) HOT 4
- Many Custom Shader parameters missing from the Inspector panel. HOT 7
- Slowness issue when using instance mesh in detail layer HOT 2
- Issue where the positions of the cursor and brush do not match HOT 5
- No loader found for resource: *.packed_texarr HOT 3
- Imported Maps are blurred? HOT 4
- Support for decals/paths? HOT 1
- How can I get rid of the 'metallic glow'? HOT 9
- Color Paint erase HOT 4
- filter_nearest HOT 3
- 4K Texture looks blurry and normal / roughness do not work HOT 2
- Get texture at a given coordinate? HOT 3
- Procgen terrain - script debugged but not working HOT 1
- Collision detection broken after Linux/MacOS dedicated server export HOT 10
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