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License: MIT License
Octahedral Impostors implementation for Godot Game Engine
License: MIT License
Missing textures.
I rewrote some parts to be outputting a packed scene but the output being pixelated is stopping me.
Also there's a todo to export each png to a separate file and then linked to the packed scene.
You can use the same license you're using currently and you may wish to add my name to an authors list.
This is fantastic, thank you for making this! unfortunately unless i'm missing something the lighting doesn't seem to work properly? It doesn't respond to lights properly, and there's always a dark polygon on the quad.
You can see it broken in the way I'm talking about on the tree in your own how-to video here: https://youtu.be/4YhwXGbbabg?t=434
Maybe you're already aware? but I thought I'd mention it regardless.
Thanks so much again for making this though, this is a really great tool for godot!
Having a blast baking models already, what a great project!
When trying to open res://demo/ForestTest.tscn
the following warning is displayed:
Can't open file from path 'res://ImpostorShader.shader'.
Failed to get modified time for: res://ImpostorShader.shader.
Also a minor nitpick would be that the demo's images are very big.
I had to switch to my desktop because my laptop crashed when importing them.
Can't wait to contribute to this!
Also: You have to add this to Godot's asset library!
I have implemented an imposter plugin that is compatible with Godot 4.1.2 version.
https://github.com/zhangjt93/godot-imposter
I would like to express my appreciation for your project, as it has been of great help to me, especially the shader part. I have reused some of your code for that.
Due to significant differences between the Godot 4. x and Godot 3. x versions, I have made several adjustments and refinements.
If you have any plans to work on migrating your project to the Godot 4. x version, I hope this implementation can be of assistance to you.
I also welcome you to directly build upon this project for your own work.
Hi, thanks for your great tool!
Would be nice to have way to generate impostors for whole scene of meshes, having the
same atlas in them to reduce draw calls, and multimesh-friendly export as .mesh would be nice too...
That way forests will be really possible!
Please give instructions how to bake an asset.
Was capturing https://github.com/vrm-c/UniVRM/tree/master/Tests/Models/Alicia_vrm-0.51 and I could not get the output to look detailed and smooth.
Rename vrm to glb.
Selecting a node tree with a GeometryInstance will also work.
I can't do this on your tree sample.
HLOD and LOD systems are now in Godot Engine.
Any approaches for 4.0 support.
Can provide coding assistance.
Remove usage of class_name. Try to avoid polluting the global namespace in order to prevent naming conflicts with the users own project classes.
Polish enough so the parameters are easy to use and do not require tweaking to get a smooth result.
Possible to add to https://github.com/HungryProton/concept_graph
One of the steps is to convert the code to export to an meshinstance (Which I've done in another issue.)
https://docs.godotengine.org/en/stable/getting_started/scripting/gdscript/gdscript_styleguide.html
Use snake_case to name functions and variables. This includes shader variables.
I just tried to install the add-on from the AssetLib. and it failed repeatedly half way through downloading. I guess most of the reason the Asset is big is because of the demo and that's also a bit unnecessary if you are already familiar with the asset and don't want the demo.
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