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CCC media team에서 제공하는 콘텐츠입니다. 에피소드, 그래픽, 팟캐스트 설명을 포함한 모든 팟캐스트 콘텐츠는 CCC media team 또는 해당 팟캐스트 플랫폼 파트너가 직접 업로드하고 제공합니다. 누군가가 귀하의 허락 없이 귀하의 저작물을 사용하고 있다고 생각되는 경우 여기에 설명된 절차를 따르실 수 있습니다 https://ko.player.fm/legal.
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Plants, Polygons and Pixels: (godotfest2025)

45:14
 
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Manage episode 518927584 series 48696
CCC media team에서 제공하는 콘텐츠입니다. 에피소드, 그래픽, 팟캐스트 설명을 포함한 모든 팟캐스트 콘텐츠는 CCC media team 또는 해당 팟캐스트 플랫폼 파트너가 직접 업로드하고 제공합니다. 누군가가 귀하의 허락 없이 귀하의 저작물을 사용하고 있다고 생각되는 경우 여기에 설명된 절차를 따르실 수 있습니다 https://ko.player.fm/legal.
Whether you're working on a stylized open-world game or a realistic landscape visualization, vegetation will be a major part of your application's graphics. But it's also uniquely tough to create and render: diverse habitats, delicate geometry, complex shading, and unique animation require an entire toolbox of tricks to look good. In this presentation, we'll showcase our easy and free workflows for creating 3D assets of realistic foliage and trees, reveal the most important shading tricks to get them looking great, and touch upon the use of impostors for level-of-detail. During the development of our large-scale landscape visualization with realistic graphics, we have gained extensive experience with vegetation rendering in Godot. We share our insights in this presentation, going from an overview over the challenges of vegetation rendering to specific solutions. We'll present our asset creation pipelines for grass and trees using open source tools such as EZTree and Blender, and we'll also showcase our process for getting good-looking billboard plants from photographs. You'll get insight into our technology for efficiently scattering vegetation in an open world based on real geographic data, along with the shading tricks we use imitate the unique properties of foliage, with a focus on working with approximated geometry and getting good detail at multiple distances. Finally, we'll present examples of level-of-detail systems and impostors which make the vegetation system feasible for a large-scale open world. You'll leave this presentation with a comprehensive overview over the systems and shading methods needed for rendering foliage and trees in Godot, along with insight into a full production-ready large-scale vegetation rendering system. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.godotfest.com/godotfest-25/talk/98N7XU/
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3361 에피소드

Artwork
icon공유
 
Manage episode 518927584 series 48696
CCC media team에서 제공하는 콘텐츠입니다. 에피소드, 그래픽, 팟캐스트 설명을 포함한 모든 팟캐스트 콘텐츠는 CCC media team 또는 해당 팟캐스트 플랫폼 파트너가 직접 업로드하고 제공합니다. 누군가가 귀하의 허락 없이 귀하의 저작물을 사용하고 있다고 생각되는 경우 여기에 설명된 절차를 따르실 수 있습니다 https://ko.player.fm/legal.
Whether you're working on a stylized open-world game or a realistic landscape visualization, vegetation will be a major part of your application's graphics. But it's also uniquely tough to create and render: diverse habitats, delicate geometry, complex shading, and unique animation require an entire toolbox of tricks to look good. In this presentation, we'll showcase our easy and free workflows for creating 3D assets of realistic foliage and trees, reveal the most important shading tricks to get them looking great, and touch upon the use of impostors for level-of-detail. During the development of our large-scale landscape visualization with realistic graphics, we have gained extensive experience with vegetation rendering in Godot. We share our insights in this presentation, going from an overview over the challenges of vegetation rendering to specific solutions. We'll present our asset creation pipelines for grass and trees using open source tools such as EZTree and Blender, and we'll also showcase our process for getting good-looking billboard plants from photographs. You'll get insight into our technology for efficiently scattering vegetation in an open world based on real geographic data, along with the shading tricks we use imitate the unique properties of foliage, with a focus on working with approximated geometry and getting good detail at multiple distances. Finally, we'll present examples of level-of-detail systems and impostors which make the vegetation system feasible for a large-scale open world. You'll leave this presentation with a comprehensive overview over the systems and shading methods needed for rendering foliage and trees in Godot, along with insight into a full production-ready large-scale vegetation rendering system. Licensed to the public under https://creativecommons.org/licenses/by/4.0/ about this event: https://pretalx.godotfest.com/godotfest-25/talk/98N7XU/
  continue reading

3361 에피소드

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