Fixing Normals for Heightmap Terrain in Godot 4 - the Easy Way
Follow-up to the 'wandering' terrain video. Quick and easy way to recalculate normals for a heightmap terrain make with vertex shader displacement. This one relies on normal maps either made in Godot (via 'As Normal Map' setting on a procedural noise texture) or imported from a 3rd party terrain generator. Special thanks to @wojtek_pe and @williamgodwinACAB for putting up with my moaning on twitter. Btw, follow me on twitter (devmar).

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Infinite Terrain in Godot 4 - The 'Wandering' Clipmap Terrain Technique (with LOD)

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Massive Infinite TERRAIN that Generates INSTANTLY: Clipmap & Collisions

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Why you should use the Godot Rendering Server

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

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Microsoft's Greed is Finally Backfiring

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10 Things I Wish I Knew Before Starting a Large Godot Project (Cost Me Months)

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How One Guy FIXED Procedural Generation

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I Made Sebastian Lague's Procedural Planet In Godot 4

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Improving Environment Graphics in Godot 4 - Tutorial

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America Copied Germany’s Jerry Can — But Missed The One Genius Detail that Made All the Difference

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Making a Terrain Shader for a Game Engine

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How I Made The Water In My Oasis Scene Look Good(ish) - Godot Behind the Scenes!

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How Do Games Render So Much Grass?

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Pretty Much Everything About GPUParticles in Godot 4

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One Formula That Demystifies 3D Graphics

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Algorithm behind huge Terrain in Godot

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I Accidentally Created a Scatter Tool for Godot 4 (Not Entirely by Accident Though)

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Every Godot Node Explained ! : 3D Visuals and Physics

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How to Make Roads with Bezier Curves - Godot 4.0 Behind the Scenes!

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