#Sky3d
poked at some scene mockup stuff in Godot with Terrain3D and Sky3D, and the quarternion nature pack from the Godot asset store.
October 26, 2026 at 11:49 PM
Seems like a boring place where nothing ever happens. #GodotEngine #indiedev #Sky3d #Terrain3D
October 10, 2026 at 10:55 PM
ICAO: #A6B5BB
Owner: #SKY3D
Flt: #N531SG #
Time: 2026-09-20 11:29:42 CDT
Min Alt: 22000 ft
Min Dist: 111.7 nm (146deg SE)

#adsb #planefence by kx1t sdr-e adsbexchange flightaware faa
September 20, 2026 at 4:36 PM
ICAO: #A6B5BB
Owner: #SKY3D
Flt: #N531SG #
Time: 2026-09-03 10:57:08 CDT
Min Alt: 24250 ft
Min Dist: 123.1 nm (142deg SE)

#adsb #planefence by kx1t sdr-e adsbexchange flightaware faa
September 3, 2026 at 4:03 PM
This scaling animation just repeats in a loop while the underlying mesh is hidden and shown at random.

Each of the meshes has a child OmniLight for the flashing.

I've also made some mods to the Sky3D cloud ray marching section to add some under-illumination in the sky. Properly brooding!
August 21, 2026 at 11:09 PM
Do you plan on adding a day night cycle? If so this new addon might be helpful. github.com/TokisanGames...
GitHub - TokisanGames/Sky3D: Atmospheric Day/Night Cycle for Godot 4
Atmospheric Day/Night Cycle for Godot 4. Contribute to TokisanGames/Sky3D development by creating an account on GitHub.
github.com
January 5, 2025 at 4:37 AM
GameFromScratch.com
Game Development News, Tutorials and More
GameFromScratch.com
January 7, 2025 at 4:50 PM
Nothing but Blue Skies for the #GodotEngine with the release of the Tokisan Games (creators of Terrain3D) powered "new" Sky3D add-on.

Dynamic day/night cycles, sun/moon, clouds and so much more.

gamefromscratch.com/sky3d-add-on...

#gamedev #indiedev
Sky3D Add-On for Godot by Tokisan Games – GameFromScratch.com
Tokisan Games, the creators of the Terrain3D terrain add-on for Godot have just released Sky3D plugin for dynamic day/night skies in Godot 4.3
gamefromscratch.com
January 7, 2025 at 4:14 PM
Terrain3D is truly awesome, I love it so much and i can't wait for Sky3D 🤩
November 27, 2024 at 4:14 PM
Added the day/night cycle to my game last night. Really loving the Sky3D addon by Tokisan games . I can’t wait to play with the settings even more #Sky3D #Godot #IndieGameDev #HobbyGameDev
June 27, 2025 at 2:37 AM
(Sky is Sky3D, the only thing I did was run a model to remove some compression artifacts from textures and adjust environment and shadow settings)
May 27, 2025 at 9:36 AM
WIP Aurora Borealis in Godot - based directly off of this fantastic shader: github.com/miskatonicst...

Added gradient colors, more ways to deform and add all kinds of variation - like a 'curtain' and wind shear.

Sky is Sky3D!

#godotengine #godot #gamedev #shaders #digitalart #auroraborealis
September 9, 2025 at 10:13 PM
Enhance the look of your 3D skybox with this plugin from the authors of the #godot #terrain3d plugin ⛅

thegodotbarn.com/contribution...
Terrain3D developer releases Sky3D plugin for awesome skyboxes
thegodotbarn.com
January 11, 2025 at 8:32 AM
Guardo gli Elefanti su Sky3D e ho paura mi caghino in salotto.
November 21, 2024 at 2:58 PM
Thk, but I don't need an award fot this, I used an addon from Tokisan (sky3d). Just had to adjust settings.
But day/night will be important in the game, some specials event will happen by night.
March 27, 2025 at 6:12 AM
🔴 NEW — Sky 3D : 2011 Idents
3D Test Card

#TVPresentation #TVPres #TV #idents #Sky3D #information

For more updates visit https://tvpres.com

Sky 3D : 2011 Idents : 3D Test Card
3D Test Card.
theident.gallery
March 7, 2026 at 1:31 AM
🔴 NEW — Sky 3D : 2011 Idents
Free Week menu

#TVPresentation #TVPres #TV #idents #Sky3D #menu

For more updates visit https://tvpres.com

Sky 3D : 2011 Idents : Free Week menu
Free Week menu.
theident.gallery
March 7, 2026 at 1:01 AM
🔴 NEW — Sky 3D : 2011 Idents
Free Week sting

#TVPresentation #TVPres #TV #idents #Sky3D #sting

For more updates visit https://tvpres.com

Sky 3D : 2011 Idents : Free Week sting
Free Week sting.
theident.gallery
March 7, 2026 at 12:31 AM
🔴 Updated — Sky 3D : 2011 Idents
Touch ident (Tapir)

#TVPresentation #TVPres #TV #idents #Sky3D #ident

For more updates visit https://tvpres.com

Sky 3D : 2011 Idents : Touch ident (Tapir)
Touch ident (Tapir)
theident.gallery
March 7, 2026 at 12:01 AM
🔴 Updated — Sky 3D : 2011 Idents
Touch ident (Trampoline)

#TVPresentation #TVPres #TV #idents #Sky3D #ident

For more updates visit https://tvpres.com

Sky 3D : 2011 Idents : Touch ident (Trampoline)
Touch ident (Trampoline)
theident.gallery
March 6, 2026 at 11:31 PM
ICAO: #A82CB8
Owner: #SKY3D
Flt: #N626BZ #SF50
Time: 2026-05-27 11:17:48 CDT
Min Alt: 26000 ft
Min Dist: 24.5 nm (-164deg SSW)
Squawk: #1057
#adsb #planefence by kx1t sdr-e adsbexchange flightaware faa
May 27, 2026 at 4:52 PM
Transparant leaves, cull disabled
I might be misreading, but, did you enable No Depth Test? If so that might be the issue. If not I made this StandardMaterial3D you can look though (Hopefully it helps, though, I haven’t used Sky3D and this shader might not work with it.) // NOTE: Shader automatically converted from Godot Engine 4.4.stable's StandardMaterial3D. shader_type spatial; render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_lambert_wrap, specular_schlick_ggx, alpha_to_coverage; uniform vec4 albedo : source_color; uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable; uniform float alpha_scissor_threshold : hint_range(0.0, 1.0, 0.001); uniform float alpha_antialiasing_edge : hint_range(0.0, 1.0, 0.01); uniform ivec2 albedo_texture_size; uniform float point_size : hint_range(0.1, 128.0, 0.1); uniform float roughness : hint_range(0.0, 1.0); uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap, repeat_enable; uniform vec4 metallic_texture_channel; uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, repeat_enable; uniform float specular : hint_range(0.0, 1.0, 0.01); uniform float metallic : hint_range(0.0, 1.0, 0.01); uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec3 uv2_scale; uniform vec3 uv2_offset; void vertex() { UV = UV * uv1_scale.xy + uv1_offset.xy; } void fragment() { vec2 base_uv = UV; vec4 albedo_tex = texture(texture_albedo, base_uv); ALBEDO = albedo.rgb * albedo_tex.rgb; float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel); METALLIC = metallic_tex * metallic; SPECULAR = specular; vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0); float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel); ROUGHNESS = roughness_tex * roughness; ALPHA *= albedo.a * albedo_tex.a; ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold; ALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge; ALPHA_TEXTURE_COORDINATE = UV * vec2(albedo_texture_size); } (Also, I suggest checking if you made the leaves transparent in GeometryInstance3D, as it having transparency can also cause issue)
forum.godotengine.org
May 18, 2025 at 8:49 PM
Transparant leaves, cull disabled
I have this code. Also I see what is causing it. When there is a background then the leaves are normal but when the tree is with the sky behind it then is transparant. I use sky3D and I guess it is something with that because when disable that Sky3d it is normal. // NOTE: Shader automatically converted from Godot Engine 4.3.stable.mono's StandardMaterial3D. shader_type spatial; //render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_burley, specular_schlick_ggx, depth_prepass_alpha; render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_lambert_wrap, specular_schlick_ggx, depth_test_disabled; uniform vec4 albedo : source_color; uniform sampler2D texture_albedo : source_color, filter_linear_mipmap, repeat_enable; uniform float point_size : hint_range(0.1, 128.0, 0.1); uniform float roughness : hint_range(0.0, 1.0); uniform sampler2D texture_metallic : hint_default_white, filter_linear_mipmap, repeat_enable; uniform vec4 metallic_texture_channel; uniform sampler2D texture_roughness : hint_roughness_r, filter_linear_mipmap, repeat_enable; uniform float specular : hint_range(0.0, 1.0, 0.01); uniform float metallic : hint_range(0.0, 1.0, 0.01); uniform sampler2D texture_emission : source_color, hint_default_black, filter_linear_mipmap, repeat_enable; uniform vec4 emission : source_color; uniform float emission_energy : hint_range(0.0, 100.0, 0.01); uniform vec3 uv1_scale; uniform vec3 uv1_offset; uniform vec3 uv2_scale; uniform vec3 uv2_offset; uniform float sway_speed = 1.0; uniform float sway_strength = 0.05; uniform float sway_phase_len = 8.0; void vertex() { UV=UV*uv1_scale.xy+uv1_offset.xy; float strength = COLOR.b * sway_strength; VERTEX.x += sin(VERTEX.x * sway_phase_len * 1.123 + TIME * sway_speed) * strength; VERTEX.y += sin(VERTEX.y * sway_phase_len + TIME * sway_speed * 1.12412) * strength; VERTEX.z += sin(VERTEX.z * sway_phase_len * 0.9123 + TIME * sway_speed * 1.3123) * strength; } void fragment() { vec2 base_uv = UV; vec4 albedo_tex = texture(texture_albedo, base_uv); ALBEDO = albedo.rgb * albedo_tex.rgb; float metallic_tex = dot(texture(texture_metallic, base_uv), metallic_texture_channel); METALLIC = metallic_tex * metallic; SPECULAR = specular; vec4 roughness_texture_channel = vec4(1.0, 0.0, 0.0, 0.0); float roughness_tex = dot(texture(texture_roughness, base_uv), roughness_texture_channel); ROUGHNESS = roughness_tex * roughness; // Emission: Enabled vec3 emission_tex = texture(texture_emission, base_uv).rgb; // Emission Operator: Add EMISSION = (emission.rgb + emission_tex) * emission_energy; ALPHA *= albedo.a * albedo_tex.a; }
forum.godotengine.org
May 18, 2025 at 8:47 AM
Setting up Sky3D to key off player's movement, since time advances in discrete increments only when the player moves, was a good learning experience in how to call functions directly in another script without using Autoloads, but by referencing the node the script was in
May 13, 2026 at 12:33 PM
It turns out there are open source plugins that do what I crudely did the trees, as well as a prettier day night cycle with procedural clouds. Still feels good knowing I can build something on my own though

ProtonScatter
godotengine.org/asset-librar...

Sky3D
github.com/TokisanGames...

#Godot
May 13, 2026 at 12:30 PM