Volumetric fog in godot v4

During the godot club #5 we have tried some demos of the new features available in godot 4, the mighty vulkan version. Volumetric fog and SDFGI (Signed Distance Field Global Illumination, read more about this here) are turning a standard 3d scene into a dramatic panorama! Done with Reflection for Godot 4.0 and a custom

Terrain LOD & tesselation

While working on a gdscript to generate a terrain with several level of details (LOD), a tricky issue popped up: the terrain had holes scattered across its surface… There is a difference of definition on the tesselation frontiers, the vertices at the lower level joins 2 distant areas of the texture while the vertices at

Retopology (manual and automated)

Retopology is the process of converting high-resolution models into something much smaller that can be used for animation. It can be a difficult process, but the basic idea is to create another mesh that simplifies the original HD asset. source: https://conceptartempire.com/retopology/ Manual This process is usually done manually with tools like Retopoflow, a superb addon

when pixar opens its code

it ends up with opensubdiv, running on all desktop platforms! SUPER easy to install and to compile! git clone git@github.com:PixarAnimationStudios/OpenSubdiv.git cd OpenSubdiv/ mkdri bin cd bin cmake -G Xcode -D NO_PTEX=1 -D NO_DOC=1 \ -D NO_OMP=1 -D NO_TBB=1 -D NO_CUDA=1 -D NO_OPENCL=1 -D NO_CLEW=1 \ -D GLFW_LOCATION=”YOUR GLFW INSTALL LOCATION” \ make enter in the

Softskinned & articulated platypus

After several hours of adjustments in blender, platypus has now more control points. As shown in the image above, mesh is controlled by invisible edges, acting as rubber bands. Playing a bit longer with group shrink and control points, and the model is really changing shape Model used is the Platypus from William Reynish under

Softskinned platypus

After nearly 9 month of inactivity, the development of softskin is back on tracks. Softskin is a module inspired by tensegrity for godot engine (what else?). Demo video:

Ray Marching implementaion

Demo of an implementation of ray marching by SebLague. Possibilities are tremendous, especially for boolean operations and object blending. Definitely something to test in Godot! repository: https://github.com/SebLague/Ray-Marching

UI for rotation editing #2

First prototype of a widget to edit 3d rotation via a 2d plane. The 3 buttons below the gradient allows plane selection ( XY, YZ or ZX ).The black area in the Y axis is a constrain ( between 90° and 270° ). Still a lot of stuff to be done, like the processing of

UI for rotation editing #1

I wanted to enable rotation editing via a simplified 2D UI for futari-app. I have started by the most obvious way: 3 concentric circles (XYZ axis). Even if the design was cool and super simple, there was a huge problem with this widget: NOTHING is circular in the UI! Obviously this appeared once the graphical

Atomontage, a voxel game engine

“The currently dominant 3D graphics and simulation paradigm, based on triangle/polygon meshes, is fundamentally flawed. Meshes only model surfaces – a hollow and thus very incomplete approximation of reality. Mesh content creation is complex and technically demanding; costly with high barriers of entry. Many layers of “hacks” (e.g. UVs) make editing and distributing mesh assets