GODOT 4 + Megascans // Can It Compete With UNREAL or UNITY?

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hey everyone today we're doing a speed build of a 3D scene that I'm calling the ocean cave probably seen this done before in unreal or Unity but today we're using the new gato engine 4.0 we're also using assets from the mega scans Library my own gato Sky Dynamic Sky system and some of the new features that are available in gato 4.0 let's see if Gatto can hold up to the likes of unreal and unity now immediately I'm already seeing that this one cave image here is popping up a lot and I actually really like the look of that you got this really nice kind of opening right here at the top maybe some cool God Rays coming through that with the lighting these rocks here will be excellent for a mega scan asset you've got some sand got some water I think this is the one grabbed a few images that I'm going to be using for my sort of visual inspiration kind of crazy how different these images can look just in terms of color and composition and you can actually see that kind of God Ray looking light peering through that hole at the top so we definitely need to do that apparently it's called the benegal sea cave in Portugal so if you happen to be in Portugal go check it out we'll start by getting the project created we're going to go with the forward plus renderer to take advantage of the higher quality rendering I'll start with a 3D scene that will house everything and get my water and sand set up for the water and sand I'll be using mesh instance 3D nodes and plain meshes now I also want to set up my main camera that will act as the final viewport of the scene because we're not actively moving within the scene this is sort of like our virtual canvas the water will make use of the water Shader I created in the previous video you can check that out if you want to see how that was made the sand will use a material acid from Mega scans and I'll eventually introduce some height noise using a custom Shader to manipulate the vertices later on with my water in place I need to get the approximate size and positioning correct for my sand plane using the inspiration images as a reference I can position the plane to match the angle of the water and the slope of the sand surface so I have the two main planes set up for my scene the next step is to build the scene using placeholder meshes now this process is usually called gray boxing or white boxing and what it does is allow us to build a scene quickly and test for things like perspective size and overall feel of the scene without having to deal with or make complex 3D assets it's not meant to look pretty my goal here is to get a rough idea of where my high quality assets will go it also gives me an idea of the depth of the scene how lighting might affect my objects and where the scene may need some more detail I'm mainly using box meshes here and scaling them as needed sometimes during the gray boxing process you want to be more precise about the meshes used and their positioning but because this is just a scene composition there is less need to be precise okay so I already have sort of a approximate look based on the reference images that I'm using I've even got some of the Rocks there on the left side now the next big thing that I got to figure out is that top and we we've got that hole that's sitting there in the top of the cave and what I'm going to use for that is a really ugly Taurus shape to give me that hole again the point isn't to look pretty it's just to get an idea of where everything is going to go and if I was worried about placing final assets perfectly in the beginning this process would take a lot longer gray boxing like this only takes about 20 minutes or so and after that 20 minutes I have a really good idea of the composition of my scene compared to my reference image with my gray boxing in place I'm ready to pick and import some assets from Mega scans Mega scans offers extremely high quality assets as well as lower quality Lots they give you the option to choose which lots and texture images you want to download when grabbing an asset additionally mesh files are in the fbx format gato can work with fbx files with an importer plugin but I prefer to use the built-in blender importer so I can use blender to make any adjustments to my meshes if you have the most recent version of blender you can reference the location of your blender installation within gato and any blend file you place within your project will automatically be imported and any adjustments you make and save to that blend file will be imported into your Gatto projects pretty cool now that I'm working with higher quality assets I have to spend more time thinking about placement with large assets like these you don't even need to have a lot of different meshes by scaling and rotating the mesh you can actually get a pretty decent amount of variation having meshes blend into others can be a good thing because this is a scene composition we're not really prioritizing optimization the thing you have to worry about is having visible repetition in your scene which can detract from the aesthetic you can break that up by placing other meshes in and around that repetition but I also have a little trick you can do in gato that I will show at the end of the video the goal here is to fill out the scene with your assets using the gray boxing Foundation and make adjustments as needed to build a more cohesive scene so I've replaced most of my gray boxing now I can focus on the sand and some of the smaller 3D assets for the sand I'm kind of liking this material here it has a nice cool ripple effect that should work well with the lighting downloading the material gives me different textures to use for my Albedo roughness and normal I simply import those textures and assign them to a material for my sand plane then let's replace these boxes with some actual rocks to fill out the scene [Music] so the scene is shaping up but it looks kind of rough looks like it comes from like 1998 we need to do some visual polishing the first thing to do is add some of that height noise displacement to our sand plane using a noise texture that will be added to the vertex y position next I can adjust my water Shader a bit to resemble the ocean a bit more by changing the noise scale increasing the edge foam effect a bit a big change can be made by using my Dynamic Sky system gato Sky god of sky is a fully Dynamic Sky asset with time of day functionality meaning I can set the time with just one variable and affect the lighting and Atmospheric changes of my scene you can buy gato sky from the asset store on my site I'll leave a link in the description already with gato Sky I'm getting more Dynamic lighting changes I can improve on this effect by adding a reflection node that will add to the radiance Cube map of my scene and bring more realistic ambient lighting and remember that God Ray effect earlier I can create that effect using some volumetric fog and adjust the settings so it reacts more to light and has less ambient fog I even added this little decorative lantern from Mega scans to give another focal point and light source to the scene foreign sky and our Lantern I've even added a little bit of an omni light up here to give some fake lighting we have an okay looking scene there are some settings within the environment tab of our world environment node and these settings can improve on our visual look quite a bit I think I'm going to show you right now how it looks with each one of them turned off and on [Music] all right [Music] [Music] thank you [Music] and there's our finished scene if you like the video drop a like and keep creating
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Channel: StayAtHomeDev
Views: 39,730
Rating: undefined out of 5
Keywords: made with godot, godot 4, godot engine, godot 4 tutorial, godot, godot 4.0, godot 4.0 tutorial, godot 4.0 3d, how to use godot, how to make a game in godot, how to learn godot, why use godot, how to godot, godot devlog, godot 4 beta, godot 4 alpha, indie devlog, migrate to godot 4, godot 3d tutorial, games made with godot, 3d games made with godot, stayathomedev, godot 2023, godot 4.0 stable, megascans, quixel megascans, godot vs unity, godot vs unreal, godot megascans
Id: NrVNm6Xf4OA
Channel Id: undefined
Length: 8min 24sec (504 seconds)
Published: Thu Apr 13 2023
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