Pixezy
Pixezy
  • Видео 83
  • Просмотров 147 587
Smear Effect using Skin Mesh - Godot 4.4
A lot of nice effects can be done with the new feature in Godot 4.4. that allows you to copy the state of the mesh animation from the GPU. This project was a custom job I did, based on an example in Unreal Engine.
Unreal Engine is several steps ahead of Godot in this regard. Complex 3D effects on the GPU are UE's specialty, and it has very powerful tools to achieve them. But it is now possible to recreate some of them in Godot in a rudimentary way. And I think if I use a compute shader next time this is will be a lot faster.
I know, I know, calculate 5k vertices on the CPU is quite slow.
--- UPDATE:
My new friend DeepSeek guided me to get the full array of vertices in one step using the l...
Просмотров: 688

Видео

Godot DEMO: Water springs + Reflection
Просмотров 92321 день назад
This is just an update of this tutorial for 3.5 ruclips.net/video/RXIRkou021U/видео.html It was a pain trying to upgrade from 3.5 to 4.3, so I just rewrote it and made some modifications to make it work as a tool in the editor. Then I rewrote it again in 4.4 so it has nice shaders and that pixel art that looks amazing. It requires 4.4 just because of 2 useless buttons that run in the editor, so...
Godot DEMO: Cape 2.5D
Просмотров 328Месяц назад
3D Cape on a 2D game DOWNLOAD DEMO FILE (PATREON SUPPORTERS) www.patreon.com/posts/cape-2-5d-118808557 TAGS #godot #godot4 #shaders #vfx
Ghost Trail - Godot 4.4
Просмотров 978Месяц назад
Finally I used the fresnel effect for this tutorial. The fake particle effect didn't fully convince me, it's a lot of steps and honestly the result is not that good. So back to the classics. The 3D Character Controller github.com/pixezy/Pixezy-Robot ShaderPedia github.com/pixezy/ShaderPedia ShaderLib github.com/pixezy/pixezy_shaderlib Finished project for Patreon supporters www.patreon.com/post...
Godot DEMO: Ghost Trail
Просмотров 768Месяц назад
Faking particles with skin mesh cloning. Yeah, this is going to be a tutorial for RUclips but I'm really tired right now. And I have to update ShaderPedia, It has some shader tricks hard to explain. DOWNLOAD THE PROJECT (PATREON SUPPORTERS) www.patreon.com/posts/ghost-trail-4-4-118201825 TAGS #godot #godot4 #shaders #vfx
Godot DEMO: 3D Character controller for FREE on Github
Просмотров 360Месяц назад
I tried again to find a good controller with a simple mesh and I give up again. So we will use mine. The next tutorial requires an animated skinned mesh and we going to use this one. This tutorial will be free for RUclips. After that I'm going to do another tutorial exclusively for supporters on Patreon, "3D cape on a 2D character". It's very fun, it was a custom work I did. MY 3D CHARACTER CON...
Godot Plugin DEMO: Cut off Plugin
Просмотров 368Месяц назад
* There are just 5 SDF nodes. I was counting the root node by mistake 😅 This is a small plugin but it has features that are tricky to combine: SDF shapes, simplex noise, fresnel, unshaded inner faces (using a next pass shader) It is still missing some features that I am going to add gradually. DOWNLOAD PLUGIN AND DEMO FILE www.patreon.com/posts/cut-off-plugin-118067377 #godot #godot4 #shaders #vfx
Announcements: Invisible v2, free project, ShaderPedia updates
Просмотров 454Месяц назад
New version of the "Invisible" project, now it works with any spritesheet ( I hope). Little but useful udpates to ShaderPedia, It's still a prototype so it requires a lot of work. But I think it can be useful to you right now (with just 4 examples 😆) Yeah, I'm working on the tutorial too, but I needed my application to be at least somewhat functional. I came up with an idea to solve the problem...
Announcements: ShaderPedia prototype, ShaderLib
Просмотров 2942 месяца назад
I'm back This application will serve as support in my shaders course (Patreon). But this is free on Github. It's missing a few things like a description for each of the shaders for example, and of course like 50 examples that I'm thinking of It can display not only 2D but also 3D shaders. For that I have to use viewports and solve some details. SHADERPEDIA github.com/pixezy/ShaderPedia SHADERLI...
Godot DEMO: Invisible transition
Просмотров 8203 месяца назад
I think this is my first actual 2D shader. Yes, at the beginning in my channel I made a couple of effects using Canvas Item. I even uploaded the result to godotshaders: godotshaders.com/shader/ripple-effect/ But this effect is on a 2D scenario with animated sprites. I think this effect can be useful to avoid being seen by an enemy or even for other things like removing collisions and being able...
Godot DEMO: Procedural Caustics
Просмотров 4693 месяца назад
I have tried so many times to make a decent stylized water shader. Because I have seen so many games in Unity and Unreal Engine with beautiful shaders, but I just didn't know how they did something like that. It wasn't a simple texture, I know because it had animation. I think I just found it. As far as I understand you can apply this technique to any type of noise... So the possibilities are e...
Announcements
Просмотров 1814 месяца назад
About plugins. I have already shown the basic functionality of some of them in the form of shaders in this channel, for example water, grass and VAT. But I want to take them to a much more complex and detailed level. Besides making them more accessible to everyone. Godot versions 4.2,4.3,4.4 have amazing improvements that allow this. #godot #shaders #videogames
DEMO REEL : Two years of shaders in Godot
Просмотров 1,3 тыс.4 месяца назад
I just selected the cutest ones :D
Godot DEMO: Corridor Deformation
Просмотров 6024 месяца назад
I miss to make just simple demos of cool effects. So I made this one :D *EDIT: It would be a good idea to make the corridor load infinitely unless the user takes an action. I saw something like that in Little Nightmares, and it's very easy to do, because the way the shader is built, the vertices are distorted according to the distance from the camera. So you can connect the pieces without any a...
Vertex Animation Textures, part 2, Godot Vertex Shader
Просмотров 8004 месяца назад
This is the part2 of the VAT tutorial. Here I use the second channel of UVs and the position textures (VAT) created in Blender, to animate 2000 characters in Godot using particles. GODOT FILE (SUPPORTERS) *Updated with last comments and simplified shader www.patreon.com/posts/vertex-animation-110775310 VAT FILE (Replace vertex_animation.py in plugin) pastebin.com/GVYHxQxg #godot #godot4 #shader...
Vertex Animation Textures, part 1, modify Blender plugin
Просмотров 1,1 тыс.5 месяцев назад
Vertex Animation Textures, part 1, modify Blender plugin
Godot DEMO: Vertex Animation Textures and GPU Particles
Просмотров 1,2 тыс.5 месяцев назад
Godot DEMO: Vertex Animation Textures and GPU Particles
Godot: Bake and read position textures from a path
Просмотров 1 тыс.6 месяцев назад
Godot: Bake and read position textures from a path
Godot DEMO: Fish school (final)
Просмотров 5586 месяцев назад
Godot DEMO: Fish school (final)
DEMO Godot: School of Fish (Alpha)
Просмотров 5566 месяцев назад
DEMO Godot: School of Fish (Alpha)
Multiple UV channels from Blender to Godot
Просмотров 1,2 тыс.7 месяцев назад
Multiple UV channels from Blender to Godot
Godot: Hexagonal sphere v1
Просмотров 3,2 тыс.7 месяцев назад
Godot: Hexagonal sphere v1
Godot: Baked Pivots
Просмотров 2,1 тыс.7 месяцев назад
Godot: Baked Pivots
Godot: Hole in the Wall using screen space + depth test
Просмотров 8387 месяцев назад
Godot: Hole in the Wall using screen space depth test
Godot: Extract Depth Map from Compositor Effects (using Texture2DRD)
Просмотров 1,6 тыс.8 месяцев назад
Godot: Extract Depth Map from Compositor Effects (using Texture2DRD)
Godot: Velocity Map & Compositor Effects
Просмотров 2,8 тыс.8 месяцев назад
Godot: Velocity Map & Compositor Effects
Godot: Using viewports to draw and process, GPU to CPU
Просмотров 7818 месяцев назад
Godot: Using viewports to draw and process, GPU to CPU
DEMO Godot: Dig in the sand with Viewports
Просмотров 7179 месяцев назад
DEMO Godot: Dig in the sand with Viewports
DEMO Godot SDF Cut Plugin
Просмотров 7349 месяцев назад
DEMO Godot SDF Cut Plugin
DEMO Godot Burning grass Final
Просмотров 63410 месяцев назад
DEMO Godot Burning grass Final

Комментарии

  • @smtnw666
    @smtnw666 14 часов назад

    Keep it up! :) Loving your stuff!

  • @Emnesium
    @Emnesium День назад

    Very nice! I've been waiting for someone to do this effect in Godot. Makes me even more excited for 4.4!

  • @melpeslier
    @melpeslier День назад

    Damn cool 🔥

  • @benjaminbaer5485
    @benjaminbaer5485 День назад

    Awesome work!

  • @mightymochigames
    @mightymochigames 2 дня назад

    Super cool!

  • @zellator
    @zellator 2 дня назад

    Awesome!

  • @MarkWallbridge
    @MarkWallbridge 2 дня назад

    Fascinating stuff, all noted and put to one side for 'later' 😁👍

  • @darknetworld
    @darknetworld 2 дня назад

    Wow.. going be tricky switching to normal to effects.

  • @KeyboardPriest
    @KeyboardPriest 5 дней назад

    If in 2d, change ALBEDO -> COLOR and shader_type canvas, you'll get the same thing for this example.

  • @godofdream9112
    @godofdream9112 9 дней назад

    Is there any way to use 1 uv for base colour and 2 uv to display some crack, sticker and stuff... I need help.

    • @pixezy8962
      @pixezy8962 9 дней назад

      UV coordinates do not work that way. They are not like "layers". But there are maps or channels. In general, all color information is stored in the diffuse map (ALBEDO). To combine colors in real time you use masks (BW maps) and the mix function, you can also overlay textures using "decal" nodes.

  • @ruyzuki1
    @ruyzuki1 9 дней назад

    Thank you for sharing this shader, it's really useful. Would it be possible for you to create a similar shader using visual shader?

    • @pixezy8962
      @pixezy8962 9 дней назад

      Should be possible If I remember I "translated" this one from unity shader graph

  • @dlivrobeauchampii50
    @dlivrobeauchampii50 10 дней назад

    This is awesome!

  • @foldupgames
    @foldupgames 12 дней назад

    Very cool!

  • @rooshirum
    @rooshirum 17 дней назад

    is the source code available anywhere?

    • @pixezy8962
      @pixezy8962 17 дней назад

      I think I just lost the project. I'm going to make a tutorial maybe

    • @rooshirum
      @rooshirum 17 дней назад

      @@pixezy8962 I would love that!

  • @Naeyx
    @Naeyx 18 дней назад

    That's a really cool combo of shader + spring

  • @Stevocan2
    @Stevocan2 18 дней назад

    this is very cool!!

  • @Jwoz7
    @Jwoz7 19 дней назад

    Well done!

  • @zellator
    @zellator 22 дня назад

    Just wanted to say that your channel is probably the best one when it comes to more advanced Godot concepts. I'm gladly supporting on Patreon you and I hope even more people do! ♥

  • @Axl2106
    @Axl2106 25 дней назад

    Can you make a tutorial for this cape ?

  • @godotShaderBoy
    @godotShaderBoy Месяц назад

    cool stuff!

  • @pyrotechnick420
    @pyrotechnick420 Месяц назад

    this is so poorly optimized, how are you going to have an entire field when a single square of grass takes 19 ms to compute a frame?

  • @martyballamore2760
    @martyballamore2760 Месяц назад

    Just how Noita's player scarf and Rainworld slugcat's tails probably work, cool

  • @neutralbbname9152
    @neutralbbname9152 Месяц назад

    What about bg3-select-object-outline effect? Or from divinity original sin 1

  • @adamcampbell9806
    @adamcampbell9806 Месяц назад

    This is one of the coolest effects I've seen someone doing in Godot. I'm new to non-visual shader programming. Is it possible to have each piece rotate continuously individually?

    • @pixezy8962
      @pixezy8962 Месяц назад

      I guess so, they could rotate with respect to the TIME variable, and to make them rotate differently, use the random function

    • @adamcampbell9806
      @adamcampbell9806 Месяц назад

      @@pixezy8962 Yeah, I've been experimenting with that but I'm not sure how to get the 'rotation' property of each of the pieces

  • @rmsidewalks
    @rmsidewalks Месяц назад

    Wow I was literally looking for this yesterday! Thank you! Do you think after the version 4.3 in Godot is possible to do Stencil Buffer illusions? I haven't found any content about it...

    • @pixezy8962
      @pixezy8962 Месяц назад

      I also have been waiting for this for a long time. Who knows, maybe it will be implemented in 4.5. Compositor Effects and copying from Skin Mesh Data take me off guard. I was looking for ways to implement it myself in C++, thinking it might take years to be included in Godot, and bang it's done

  • @thygrrr
    @thygrrr Месяц назад

    This could be improving by scaling copy interval by the referenceVelocity divided by actualVelocity, making the ghosts generally equidistant. (need to catch the case where velocity is 0, probably a TTL value that consumes the ghosts one by one is needed, too - small changes, big impact)

  • @melpeslier
    @melpeslier Месяц назад

    Damn ! That's awesome ! Can't wait for it to work with gpu particles !

  • @kyushu.m
    @kyushu.m Месяц назад

    Thanks for the tutorial, i really love it, ghost trails is really cool !

  • @melpeslier
    @melpeslier Месяц назад

    WOW amazing ! Is it just visual ? I mean does it cut off collisions too ?

    • @pixezy8962
      @pixezy8962 Месяц назад

      @@melpeslier Just visual effect

    • @melpeslier
      @melpeslier Месяц назад

      @pixezy8962 That's super cool, I wonder how you made this, to pass the sdf datas to the shader, do you transform it to a texture ? or are you using compute shaders ?

  • @dibaterman
    @dibaterman Месяц назад

    Yeah I was doing this by instancing the mesh and applying the dissolve shader with an overtime effect script and then freeing it. It was cumbersome because needed to get the animation player and its time to set the model in the correct position on enable.

  • @zellator
    @zellator Месяц назад

    Awessssomeeeee

  • @character640p
    @character640p Месяц назад

    Nice work, Pixezy! If possible, can you change the project setting to compatibility mode? I can't open the "forward+" projects on my device.

  • @Lowwaels
    @Lowwaels Месяц назад

    dam man godot can have unreal chaos system hahahahhaha

  • @Lowwaels
    @Lowwaels Месяц назад

    hello

  • @iamdanniel27
    @iamdanniel27 Месяц назад

    Where did you make this shader available?

  • @chaosmachines934
    @chaosmachines934 Месяц назад

    this is one hell of a good plugin

  • @En0834
    @En0834 Месяц назад

    Sure, now lets see the FPS 😑 EDIT: Nevermind saw them in the video, DAMN THATS BAD. It isn't like you are covering a large field or have crazy animation, thats just terrible...

  • @kaitino
    @kaitino Месяц назад

    Thanks a lot

  • @burnheart2965
    @burnheart2965 Месяц назад

    Shaderpedia looks nice, thanks for you hard work!

  • @Lucas-gg9yb
    @Lucas-gg9yb Месяц назад

    Cool, but can you generate a collision for this?

    • @pixezy8962
      @pixezy8962 Месяц назад

      It is a trick, because the geometry is deformed with respect to the camera. At zero point (the player's position), there is no deformation. Then you can use a standard collision and it will work.

  • @robinj6997
    @robinj6997 2 месяца назад

    I often see the method where neighboring pixels of a height map are sampled and compared. What's the advantage of the method you present compared to other ways? I did a tiny test, seems to be a bit faster to only sample ones as you do.

    • @pixezy8962
      @pixezy8962 2 месяца назад

      This method does not use samples, since it uses dfdx dfdy which are the derivatives automatically generated by the GPU. It is way more efficient, although it is somewhat less accurate than using samples, but in my opinion the quality is very good and there is not much difference to using sampling.

    • @robinj6997
      @robinj6997 2 месяца назад

      I will keep this function in my library, I mean that you only need to sample the height map once. I have also had a long time issue trying to get the orientation of normals right. Multiplying my mathematical functions with VIEW_MATRIX solved that.

  • @entergamingvn7186
    @entergamingvn7186 2 месяца назад

    thanks for it, this save me lot of time in my project

  • @theman7050
    @theman7050 2 месяца назад

    couldnt understand a word of the intro because of the loud music.

  • @Lowwaels
    @Lowwaels 2 месяца назад

    thanks for it playlist is saved me lot of time

  • @redshepard5306
    @redshepard5306 2 месяца назад

    you can have the ray record what it collides with into an array, and have it loop ignoring the objects in the array, until it doesn't collide anymore, than return the array. that will get all the collisions if you need it.

  • @naghi32
    @naghi32 2 месяца назад

    How ? We want this, we need this, we love this !

  • @mudinlange
    @mudinlange 2 месяца назад

    Thank you for this channel, I learned a lot from your videos! I was able to replicate these fills and masks from the tutorial, I'm trying to create a dynamic plane cut for when the player enters a house/building it auto hides the upper floors/roofs my problem is that all of my assets have overlapping meshes so it always shows pieces of the overlapping walls inside the mask... Do you know if there is a way to make the mask only follow the contour of the cutted elements?

    • @pixezy8962
      @pixezy8962 2 месяца назад

      I have tried to solve this problem several times, but I have not found a solution. It seems trivial, but it is hard to solve. Maybe a workaround would be to generate an SDF (assuming the SDF is generated correctly with overlapping faces) and hide any geometry inside it Maybe even the SDF would not be generated correctly. This is why I use meshes that are perfectly sealed and have no overlapping faces at all.

  • @mudinlange
    @mudinlange 2 месяца назад

    Thank you for the tutorial! I was trying to adapt it to my isometric game, making it cut the upper floors/roofs so I can see inside a house when the player enters it, but as the shader "discard" the upper portion it removes the shadows as well and I wanted to keep it. If i change the GeometryInstance3D.transparency it keeps the shadows, so i tried changing the shader prop "discard" to "ALPHA = 1", it made the cutted part fully transparent, but removed the shadows... do you know if there is a way to keep the shadows from the cutted part?

    • @pixezy8962
      @pixezy8962 2 месяца назад

      I answered something similar before, here in the comments. Maybe the question and answer are useful to you.

  • @Er_Laneagoh
    @Er_Laneagoh 2 месяца назад

    Hey this is the most clearly random&noise tutorial for Godot user I ever watched! Thankyou!

  • @AnatolBogun
    @AnatolBogun 2 месяца назад

    Thank you so much. I learned a lot from this. Not everything makes 100% sense yet, but I was able to reproduce the table effect. Now I'll attempt to tweak this for my specific needs.