Lets Look at | Godot 4 Auto LOD

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hey guys this is mitch with fine point cgi and today godot 4 gets an auto lod system so we're going to talk about that we're going to take a look at how it works and some of the caveats and some of the cool features that that are extremely useful for us so that's what i have in store for you guys today so let's go ahead and get started okay so the first thing that we need to do is we need to go ahead and create ourselves a 3d scene one of the coolest things about this feature is it's all automatic so as soon as you import your model it'll just handle it for you so i don't need to show you guys how to do any setup or anything crazy like that it just does it so to kind of demonstrate that let me go ahead and open up blender here and let me ctrl a and add in a monkey head here now that i have this let's go ahead and add a modifier and let's go ahead and add in a subdivision surface and let's make it a level of two and now let's go to file export and let's go ahead and export it as a gltf format and i want to make sure i have it in my proper folder location which in this case is my documents lod so i'm going to go ahead and make sure that i include my selected objects and that i apply my modifiers because i want the subdivision surface to be applied so if i go ahead and i click export gltf it'll export it out nice and quick and then let me switch over to my lod and you can see that we have it right here so now if i drag this in to godot first of all you'll notice that there's a small bug here with godot 4 as of right now when you import it in it becomes in this little tiny box and that's it and you get this little error here could not load resource no cash uh res suzanne so if any devs are actually watching this um i don't know what's going on here but it's blowing up on me but if i want to see it i can just go ahead and open up the scene and just do a new inherited scene and focus on my suzanne now if i come down here and i go to my load my lod bias and i drag this down you'll notice that nothing has changed why is that well the reason why is because the godot devs were smart enough to only allow edges that have the same sharpness value to be combined so if something isn't smooth surfaced or hard edged if they don't butt up directly and smooth together then the godot engine doesn't decimate it down so what i mean by that is if you go back to blender and you go up to object and you go ahead and smooth shade this right so now everything's smooth and then you go to file export gltf and you go ahead and re-export your suzanne and then you go to your lod you'll see that it is importing it again and it's taking much longer and the reason why is because it is generating your lods here you can see right here so now if we go ahead and close this don't save please don't crash godot i think godot might be crashing on me there we go all right so let's go ahead and go back into the scene new inherited and let's go focus on this suzanne here you can see if i come back to my geometry and i change my lod bias and i start pulling it back down and i zoom out you'll see that it snapped see that now one of the things you'll notice is there is a bug it seems with maybe like the shadow mapping or something like that where the shadows get really messed up as you go through your lods but that's something that they're probably figuring out i'm sure i'll put in a bug report for it but if i pull this all the way down to one and i change my perspective to display wireframe you can see how it's decimated down the mesh here so if i zoom in you'll see it starts popping in and out the mesh so you can see the nice detailed mesh that i have and then as i zoom out you'll see it decimates it down and it's it's really fast because of the lod bias i have so let me pull that up a tiny bit up too much so let's pull this back down there we go so you can see it just pops like that as it transitions you can see it actually lays the new one in the old one on top of each other and then it gets rid of it you can see that right there see so you have two of them at the same time and then it gets rid of it and that is to help with making it look good if that makes sense it actually allows the um [Music] the transition to be smoother if that makes sense you can see as we zoom out the polygon count really starts to reduce here and i'm pretty sure i can go to my information here but you can see with the primitive count it's going down as we move back so you can see 17 15 and then as we move forward you can see 19 23 27 so it really helps with reducing the amount of cpu and gpu time and really helping with frame rates so let's go ahead and do a small experiment let's see what happens if we have some sharpened edges on our object so what i'm going to do is i'm going to go ahead and use this little model here which i got from sketchfab here from the pony cartoon 3d model by slava z so thank you so much check out his work it's a really nice little model here that i am going to be using for our little experiment here uh if we go ahead and we look at blender here here is the model which it's beautiful by the way and it looks great so if we come in here we tab into edit mode and select our edges around this little light here so let's do that so if i just hold control and i click you'll see that it's gonna wrap around this real quick and then i'm gonna go up to edge and mark sharp and what that's going to do is that's going to give us a good contrast between this side and this side and what happens when something's marked sharp how is it going to handle the decimation versus when something's not mark sharp so i'm going to take this and i'm going to go ahead and hit file export gl tiff 2.0 and i'm just going to call it untitled that's fine it's going to have no selected objects and we're going to apply our modifiers if we have any i don't believe we have any but we might as well and then we're going to go ahead and open up godot and let that think for a moment all right so let's go ahead and drag this in and godot is going to lag all right let me go focus in on it and you'll see that it didn't even import it properly i don't know why there's some kind of bug here with godot where it says can't load texture resource uh untitled gl uh g l b array mesh n u n x d and you can see i've been running into this issue for a while that's okay so now if we go ahead and click on this and do new inherited and go into that scene real quick we can actually see our mesh here awesome and one of the coolest things about godot that i've noticed is if you take a look at this and you take a look at this inside of blender and inside of godot and it looks almost exactly the same which is awesome for us i mean it's it's beautiful how well this works so now let's go ahead and take a look at this and see what differences we can see so if i click on let's see i believe it's mesh zero yep mesh zero is the body so if i click on the body and i go to geometry and i do lod bias and i drag that down until it starts popping for me all right so if i zoom in here you can see at full resolution there's not a huge difference between these two see other than this one is slightly sharper than the other one if i zoom out just a tiny bit you'll notice that there's a slight difference and actually let me reduce my zoom out speed uh if i zoom out a tiny bit more you'll notice that the decimation starts kicking in and you'll see that there's a little bit of a change here where it looks like this is starting to blend in a tiny bit here if we look at the wire frame here you can see well you really can't see so i guess we'll just have to take my word for it but you can see here this is starting to waver a little bit whereas on this side it's not you can see that that smooth edge is staying right there so let's zoom out a tiny bit more now you can see we decimated quite a bit more and you can see that this one's edge is starting to collapse on itself this one not so much it's still a perfect circle but you've still got a lot of collapsing going on there you can see right here if we zoom out more it doesn't look like it's making any difference it looks like that's the lowest lod we have and it really is an awesome little system so i guess what did we learn from this well if we want to preserve details on a specific section like a hard edge or something that's what marking sharp is for and it looks like the automatic lod system respects that sharpness which is an awesome feature so good job devs so all in all what do i think about the lod system well i think it is an awesome step forward for godot as with a lot of the changes that they've been making with godot it's really changed the game on how godot is going to be used so i think it's an awesome addition and i think it's super useful there are some features that i wish it had like the ability to assign manual lods because some of the lods are kind of not great uh some other features that would be kind of cool is being able to have maybe a drop down here that just lets you pick between your lod so you can see them and flip through them easily but i mean ultimately i think that's stuff that can come later and i think that this is a great addition for the godot engine so anyway guys that's all i have for you guys today and if you like this video go ahead and hit that like button and if you dislike this video go ahead and hit that dislike button because i'm here to make content for you guys now this was a viewer suggested video so i do take your guys suggestions very seriously if you have any suggestions throw them in the comments below because i'd be more than happy to take a look at them now what do you guys think about uh this and about all the godot four features do you like them do you dislike them let me know in the comments below because i would love to know what your guys's opinion on godot 4 is but anyway that's all i have for you guys today so thank you so much again for watching i will see you all next time thanks [Music] you
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Channel: FinePointCGI
Views: 4,829
Rating: undefined out of 5
Keywords: godot, godot 4, godot engine, godot engine tutorial, godot tutorial, godot 2d, godot 3d, godot 4 news, godot 4.0, godot ui, godot 3.1, godot 3.2, unity vs godot, godot engine 3, getting started with godot, godot game engine, godot tutorial 2d, godot tutorial 3d, godot user interface, getting started with the godot engine, godot static typing, godot visual scripting, how to godot, godot spatial material, godot beginner tutorial, godot top-down, godot 3.0 beta 2
Id: CU_DB8Hkmy8
Channel Id: undefined
Length: 12min 41sec (761 seconds)
Published: Fri Sep 10 2021
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