Godot Version
4.6
Question
Although this is technically concerning an addon, there’s some chance it might be known about or helpful to other people, so I thought I would post here … I downloaded a recent Terrain3D build and modified the script: “CodeGenerated.gd”; because it wasn’t working and there were API changes. I was wondering if anyone can help with how to write the generated scene files into a directory to reload later in the editor? Heres the initial script with some temporary texture loader functions …
extends Node
var terrain: Terrain3D
func _ready() -> void:
$UI.player = $Player
if has_node("RunThisSceneLabel3D"):
$RunThisSceneLabel3D.queue_free()
terrain = await create_terrain()
# Enable runtime navigation baking using the terrain
# Enable `Debug/Visible Navigation` if you wish to see it
$RuntimeNavigationBaker.terrain = terrain
$RuntimeNavigationBaker.enabled = true
func create_terrain() -> Terrain3D:
# Create textures
var green_gr := Gradient.new()
green_gr.set_color(0, Color.from_hsv(100./360., .35, .3))
green_gr.set_color(1, Color.from_hsv(120./360., .4, .37))
var green_ta: Terrain3DTextureAsset = await create_rock_texture()# create_texture_asset("Grass", green_gr, 1024)
green_ta.uv_scale = 0.02
var brown_gr := Gradient.new()
brown_gr.set_color(0, Color.from_hsv(30./360., .4, .3))
brown_gr.set_color(1, Color.from_hsv(30./360., .4, .4))
var brown_ta: Terrain3DTextureAsset = await create_grass_texture()#"Dirt", brown_gr, 1024)
brown_ta.uv_scale = 0.03
var grass_ma: Terrain3DMeshAsset = create_mesh_asset("Grass", Color.from_hsv(120./360., .4, .37))
# Create a terrain
terrain = Terrain3D.new()
terrain.name = "Terrain3D"
# Optionally log to the console. Use the console version of Godot. See Troubleshooting doc.
#terrain.debug_level = Terrain3D.DEBUG
add_child(terrain, true)
terrain.owner = get_tree().get_current_scene()
# Set material and assets
terrain.material.world_background = Terrain3DMaterial.NONE
#terrain.material = ShaderMaterial.new*()
terrain.material.auto_shader = true
terrain.material.set_shader_param("auto_slope", 10)
terrain.material.set_shader_param("blend_sharpness", .975)
terrain.assets.set_texture(0, green_ta)
terrain.assets.set_texture(1, brown_ta)
terrain.assets.set_mesh_asset(0, grass_ma)
# Generate height map w/ 32-bit noise and import it with scale
var noise := FastNoiseLite.new()
noise.frequency = 0.0005
var img: Image = Image.create_empty(4096, 4096, false, Image.FORMAT_RF)
var img2:Image = Image.load_from_file("res://test_data/Terrain003_4K.exr")
for x in img2.get_width():
for y in img2.get_height():
img.set_pixel( x, y, img2.get_pixel(x,y))# Color(noise.get_noise_2d(x, y), 0., 0., 1.))
terrain.region_size = Terrain3D.SIZE_1024
terrain.data.import_images([img, null, null], Vector3(-2048, -20000, -2048), 0.0,750.0)
# Instance foliage
var xforms: Array[Transform3D]
var width: int = 100
var step: int = 2
for x in range(0, width, step):
for z in range(0, width, step):
var pos := Vector3(x, 0, z) - Vector3(width, 0, width) * .5
pos.y = terrain.data.get_height(pos)
xforms.push_back(Transform3D(Basis(), pos))
terrain.instancer.add_transforms(0, xforms)
# Enable the next line and `Debug/Visible Collision Shapes` to see collision
#terrain.collision.mode = Terrain3DCollision.DYNAMIC_EDITOR
return terrain
func create_grass_texture():
#var COLOR:Image = Image.load_from_file("uid://d0ky3vxq5lsh7")
#var DISP:Image = Image.load_from_file("uid://cg36lnu74x0lu")
#var NORM:Image = Image.load_from_file("uid://cthkxmggm0d30")
#var ROUGH:Image = Image.load_from_file("uid://dhvqdh1m51pvt")
# path to the demo folders grass images, albedo+bump and normal+rough
var COLOR:Image = Image.load_from_file("uid://ddprscrpsofah")
var NORM :Image = Image.load_from_file("uid://g80pbqtklcws")
#for x in COLOR.get_width():
#for y in COLOR.get_height():
#var col = COLOR.get_pixel(x,y)
#col.a = DISP.get_pixel(x,y).r
#COLOR.set_pixel( x, y, col)# Colo
#
#var nrm = NORM.get_pixel(x,y)
#nrm.a = ROUGH.get_pixel(x,y).r
#NORM.set_pixel( x, y, nrm)# Colo
COLOR.generate_mipmaps()
NORM.generate_mipmaps()
var albedo := ImageTexture.create_from_image(COLOR)
var normal := ImageTexture.create_from_image(NORM)
var ta := Terrain3DTextureAsset.new()
ta.name = "grass"
ta.albedo_texture = albedo
ta.normal_texture = normal
return ta
func create_rock_texture():
#var COLOR:Image = Image.load_from_file("uid://cm6rt7x7xfiey")
#var DISP:Image = Image.load_from_file("uid://dxmbhr4se8u0r")
#var NORM:Image = Image.load_from_file("uid://bq11kfith0bbk")
#var ROUGH:Image = Image.load_from_file("uid://cuamdy1bm2j57")
var COLOR:Image = Image.load_from_file("uid://c88j3oj0lf6om")
var NORM :Image = Image.load_from_file("uid://dabyathlpy04p")
#for x in COLOR.get_width():
#for y in COLOR.get_height():
#var col = COLOR.get_pixel(x,y)
#col.a = DISP.get_pixel(x,y).r
#COLOR.set_pixel( x, y, col)# Colo
#
#var nrm = NORM.get_pixel(x,y)
#nrm.a = ROUGH.get_pixel(x,y).r
#NORM.set_pixel( x, y, nrm)# Colo
COLOR.generate_mipmaps()
NORM.generate_mipmaps()
var albedo := ImageTexture.create_from_image(COLOR)
var normal := ImageTexture.create_from_image(NORM)
var ta := Terrain3DTextureAsset.new()
ta.name = "rock"
ta.albedo_texture = albedo
ta.normal_texture = normal
return ta
func create_texture_asset(asset_name: String, gradient: Gradient, texture_size: int = 512) -> Terrain3DTextureAsset:
# Create noise map
var fnl := FastNoiseLite.new()
fnl.frequency = 0.004
# Create albedo noise texture
var alb_noise_tex := NoiseTexture2D.new()
alb_noise_tex.width = texture_size
alb_noise_tex.height = texture_size
alb_noise_tex.seamless = true
alb_noise_tex.noise = fnl
alb_noise_tex.color_ramp = gradient
await alb_noise_tex.changed
var alb_noise_img: Image = alb_noise_tex.get_image()
# Create albedo + height texture
for x in alb_noise_img.get_width():
for y in alb_noise_img.get_height():
var clr: Color = alb_noise_img.get_pixel(x, y)
clr.a = clr.v # Noise as height
alb_noise_img.set_pixel(x, y, clr)
alb_noise_img.generate_mipmaps()
var albedo := ImageTexture.create_from_image(alb_noise_img)
# Create normal + rough texture
var nrm_noise_tex := NoiseTexture2D.new()
nrm_noise_tex.width = texture_size
nrm_noise_tex.height = texture_size
nrm_noise_tex.as_normal_map = true
nrm_noise_tex.seamless = true
nrm_noise_tex.noise = fnl
await nrm_noise_tex.changed
var nrm_noise_img = nrm_noise_tex.get_image()
for x in nrm_noise_img.get_width():
for y in nrm_noise_img.get_height():
var normal_rgh: Color = nrm_noise_img.get_pixel(x, y)
normal_rgh.a = 0.8 # Roughness
nrm_noise_img.set_pixel(x, y, normal_rgh)
nrm_noise_img.generate_mipmaps()
var normal := ImageTexture.create_from_image(nrm_noise_img)
var ta := Terrain3DTextureAsset.new()
ta.name = asset_name
ta.albedo_texture = albedo
ta.normal_texture = normal
return ta
func create_mesh_asset(asset_name: String, color: Color) -> Terrain3DMeshAsset:
var ma := Terrain3DMeshAsset.new()
ma.name = asset_name
ma.set_generated_type(Terrain3DMeshAsset.TYPE_TEXTURE_CARD)
ma.height_offset = 0.5
ma.lod0_range = 128.0
ma.material_override.albedo_color = color
return ma
