Godot Version
4.3.rc2
Question
Hi everyone! I’m experimenting with creating fully procedural planets. I’ve found some promising methods, and the best one so far involves creating a PlaneMesh and modifying it according to the distance from an observer. Although it still needs further implementation, the experiment is currently working. I can create a planet and even get down to ground level, where I can observe a seemingly flat world with its mountains, seas, etc… Something like that, at least!
However, I have a problem that I can’t solve: a world generated this way is a complete illusion… It’s a half-sphere that constantly points its pole towards the observer. When I rotate the planet, it’s not the mesh that rotates, but rather the point system processed by the vertex() function of the shader, recalculating the rotated position of the planet from the observer’s point of view.
Unfortunately (my math is limited…), I can’t manage to rotate the textures in line with the rest of the planet. This issue is more noticeable in the attached video.
How can I solve this?