Watt Interactive
Watt Interactive
  • Видео 42
  • Просмотров 98 682
A Brief Overview of the World Environment in Godot 4
A video in which I go through a bunch of the options in the World Environment node, (specifically the Environment Resource) to show you what's possible to do with it.
If you’re able to, and want to help support more content from me you can buy me a coffee here: ko-fi.com/wattinteractive
Background music by @BackingTrackMusic
00:00 - Start
00:55 - World Environment
02:05 - Procedural Sky
03:04 - Physical Sky
03:57 - Panorama Sky
04:40 - Ambient Light
05:00 - Reflected Light
05:11 - Tonemap
05:49 - Screen Space Reflection
06:03 - Screen Space Ambient Occlusion
06:34 - Screen Space Indirect Lighting
07:02 - Signed Distance Field Global Illumination
07:35 - Glow
07:54 - Fog
08:10 - Volumetric Fog
08:24 - Adju...
Просмотров: 5 427

Видео

Easy Particle Rain in Godot 4
Просмотров 11 тыс.Год назад
A video in which I show you a way to create a rain effect using the 3D Particle Node in Godot 4. I also will go over some variations and some things that you might want to think about when creating rain in your games. Special thanks to: @BackingTrackMusic for the background music. Jarod Guest and Sergej Majboroda on Poly Haven for the sky panorama We're trying something new this week and I have...
A (Not So) Brief Overview of 3D Particles in Godot 4
Просмотров 14 тыс.Год назад
A video in which I try to cover the main options available out of the box when working with 3D particle effects in the Godot 4 Game Engine using the 3DGPUparticle node. * 3DCPUparticles work roughly the same way but use the CPU to render rather than the GPU. Official Particle Documentation: GPU Particles 3D: docs.godotengine.org/en/stable/classes/class_gpuparticles3d.html#class-gpuparticles3d P...
Quick Channel Update for Those Who are Curious
Просмотров 177Год назад
A quick update to the plans for the content on this channel moving forward. Thanks to StreamBeats by Harris Heller for the music. If you’re able to, and want to help support more content from me you can buy me a coffee here: ko-fi.com/wattinteractive
Easy Toon Style in Godot
Просмотров 17 тыс.Год назад
A video in which I talk about what goes into creating a Toon style and show you how to create a simple cel shaded look using the default 3D spatial material in Godot. Also ideas on how to level up the visuals with different shaders available on Godot Shaders. 00:23 - Toon style considerations 00:29 - Toon Character design 00:51 - Lighting/Shading 02:57 - Godot Material Tutorial 05:39 - eldskald...
Devlog 3: Back to the planning stage
Просмотров 104Год назад
A video in which I give an update about the status of my game, working title Bear Friend. Thank you to Streambeats by Harris Heller for the background music. If you are able to and want to support my content, please consider buying me a coffee at ko-fi.com/wattinteractive
Haven - Worlds Built by Dialogue
Просмотров 110Год назад
A video in which I talk about the game Haven and how it uses dialogue to fill out the world beyond what you can directly experience in the game. If you’re able to, and want to help support me and my content you can buy me a coffee here: ko-fi.com/wattinteractive Thanks to StreamBeats by Harris Heller for the music. 00:00 - Start 00:44 - Hi! 02:09 - Talking about the gameplay 04:55 - Minor Spoil...
2 EASY Ways to get a Pixelation Effect for your game in Godot
Просмотров 7 тыс.Год назад
A video in which I provide two ways to create a pixelation effect for your 3D game in Godot 3.5 and one of them also works in Godot 4. Shaders Referenced in the video: 1. 3D Pixelation: godotshaders.com/shader/3d-pixelation-filter/ 2. Godot 4 3D Pixel art outline & highlight Shader (Post-processing/object): godotshaders.com/shader/3d-pixel-art-outline-highlight-post-processing-shader/ Buy me a ...
A Short Hike: The Great Little Open World
Просмотров 305Год назад
A video in which I talk about my love for the game "A Short Hike" and why I think it’s a great case study for open world design and how bigger isn't always better. Buy me a coffee? ko-fi.com/wattinteractive Thanks to StreamBeats by Harris Heller for the music.
Recreating Tunic's Visual Effects in Godot 3.5
Просмотров 1,9 тыс.Год назад
Recreating Tunic's Visual Effects in Godot 3.5
How Tunic feels like The Legend of Zelda
Просмотров 163Год назад
How Tunic feels like The Legend of Zelda
"Stealing" ideas to make better games
Просмотров 133Год назад
"Stealing" ideas to make better games
Amazing Performance Gains from 1 node in Godot 3.5
Просмотров 9 тыс.Год назад
Amazing Performance Gains from 1 node in Godot 3.5
Game Design Lessons I Learned from playing too much Shapez
Просмотров 158Год назад
Game Design Lessons I Learned from playing too much Shapez
Marvel Snap's Collection Design Limitations - How to Use Personas in Design
Просмотров 167Год назад
Marvel Snap's Collection Design Limitations - How to Use Personas in Design
Long term planning with backcasting
Просмотров 116Год назад
Long term planning with backcasting
Set Goals the SMART way - Short-term goal planning
Просмотров 87Год назад
Set Goals the SMART way - Short-term goal planning
End of 2022 Devlog: YouTube is Tough, y'all
Просмотров 143Год назад
End of 2022 Devlog: RUclips is Tough, y'all
Draw shapes in a shader! Using Signed Distance Functions in Godot 3.5
Просмотров 4 тыс.Год назад
Draw shapes in a shader! Using Signed Distance Functions in Godot 3.5
Unpacking: Telling a story without dialogue
Просмотров 170Год назад
Unpacking: Telling a story without dialogue
The Texture Files that can Make Your Game Pop! (Godot 3.5)
Просмотров 2,6 тыс.Год назад
The Texture Files that can Make Your Game Pop! (Godot 3.5)
Learn the default Spatial Material in Godot 3.5
Просмотров 1,6 тыс.Год назад
Learn the default Spatial Material in Godot 3.5
Practice Your AI Programming In Gladiabots!
Просмотров 683Год назад
Practice Your AI Programming In Gladiabots!
X-Ray Shader Materials in Godot 3.5
Просмотров 2,8 тыс.Год назад
X-Ray Shader Materials in Godot 3.5
Material Maker is a great tool, but I'm bad at it!
Просмотров 176Год назад
Material Maker is a great tool, but I'm bad at it!
Exploring Frames of Reference: A Math-less Introduction
Просмотров 175Год назад
Exploring Frames of Reference: A Math-less Introduction
Post-Processing Shaders in Godot 3.5 - A Depth Buffer Exploration
Просмотров 10 тыс.Год назад
Post-Processing Shaders in Godot 3.5 - A Depth Buffer Exploration
What I Learned about Game Design from playing Grim Dawn
Просмотров 1522 года назад
What I Learned about Game Design from playing Grim Dawn
Solve any problem in your game design (or other project)
Просмотров 1392 года назад
Solve any problem in your game design (or other project)
A Brief Introduction to Shaders (in Godot) Part 2: Textures, UVs and TIME
Просмотров 7802 года назад
A Brief Introduction to Shaders (in Godot) Part 2: Textures, UVs and TIME

Комментарии

  • @aitboss85
    @aitboss85 День назад

    I think for a large map, many falling and colliding particles will drop down the performance. I was thinking of a simple cheap trick of making an animated flat layer displaying falling rain over the camera just like in 3d games. What do you think?

  • @sweetabsol
    @sweetabsol 4 дня назад

    Played this game to 100% was a fun time only problem I had with it was the camera not fully behaving all the time. Also that stupid beach mini game.

  • @foixa
    @foixa 19 дней назад

    It's hard to test without knowing the node-tree settings: \TutorialBear\Bear_Simple\ControlRig\Skeleton3D\Bear001

  • @possiblyzslot838
    @possiblyzslot838 20 дней назад

    How did you get that glass ball?

  • @coratoraYT
    @coratoraYT Месяц назад

    Why does every tutorial video on youtube assume people know things and skip critical steps for beginners. ALWAYS.

  • @kazilife8059
    @kazilife8059 Месяц назад

    Bro THAT WAS IT! Idk, why every other tutorial/ article I saw about trying to cel shade was absolute irrelevant and confusing stuff that made no sense! God bless you man, thanks for this to the point and simple/ effective tutorial. Instant subscribed!

  • @JackAllpikeMusic
    @JackAllpikeMusic Месяц назад

    I'm having absolutely no luck trying to replicate this in 2D. Changing the stretch shrink changes the size of everything, and it's effectively impossible to position things/get a camera working properly.

  • @UltimatePerfection
    @UltimatePerfection Месяц назад

    But I've read the title as "A (Not So) Brief Overview of 3D _Parties_ in Godot 4" and prepared cute balloons, silly hats, and everything... 😢 Still, a very useful video!

  • @natwon633
    @natwon633 Месяц назад

    thanks for the tutorial, man. I was looking forever to figure out a way that doesn't exploit an engine bug.

  • @kulak8548
    @kulak8548 Месяц назад

    How did you make the mirror material?

    • @possiblyzslot838
      @possiblyzslot838 20 дней назад

      Pretty sure it can be done with the standard Godot material settings + reflections in Environment. High metallic and specular, low roughness etc.

  • @kulak8548
    @kulak8548 Месяц назад

    very useful, thank you

  • @ilhanilhanDev
    @ilhanilhanDev 2 месяца назад

    thanks for video , shart and understandable

  • @JohnStonexDj
    @JohnStonexDj 2 месяца назад

    thanks dude! love you <3

  • @99JasonKim
    @99JasonKim 2 месяца назад

    could you implement the Desperado3 or Shadow Tactics type of vision cone? Thanks~

  • @knowercoder
    @knowercoder 2 месяца назад

    This is very useful. Thank you!

  • @zrw-xc9hy
    @zrw-xc9hy 3 месяца назад

    Can your project 4.0 godot run

  • @zrw-xc9hy
    @zrw-xc9hy 3 месяца назад

    How to link UI buttons with raindrop display? I really want to learn. Please tell me

  • @JuJuR
    @JuJuR 3 месяца назад

    would you happen to know how to enable and disable this effect with a button click (like batman detective vision)

  • @LEODA2
    @LEODA2 4 месяца назад

    Do u know more games like this?

  • @chomptar
    @chomptar 4 месяца назад

    Short hike is honestly one of the best indie game I'd played in my life.

    • @camilosaavedralopez3757
      @camilosaavedralopez3757 3 месяца назад

      Fr

    • @BallyBoy95
      @BallyBoy95 2 месяца назад

      For reals! Best indie game I ever played. And 2nd best short game I ever played (after 'What Remains of Edith Finch').

    • @meowcow21
      @meowcow21 6 дней назад

      I went into it expecting a 2d side scrolling game full of text to read. I never expected something akin to Mario 64 and having so much fun for a few hours

  • @t2pol904
    @t2pol904 4 месяца назад

    You the man 🙌

  • @tumblingrosesstudio
    @tumblingrosesstudio 4 месяца назад

    Great video! Good luck with your future studio!

  • @GameDevGeeks
    @GameDevGeeks 4 месяца назад

    im thinking about so many use cases for this. eg: bullet hole decals, bullet projectiles, 3d grass...

  • @semihylmaz3949
    @semihylmaz3949 4 месяца назад

    Thanks a lot! Can you please tell me if you know a way to display 3d text whilst any of this is running? I don't want the text to be pixelated but couldn't found a way to do that.

  • @zrw-xc9hy
    @zrw-xc9hy 4 месяца назад

    I tried running your project but the raindrops don't follow me

  • @ncarter76
    @ncarter76 4 месяца назад

    For the second half of the video, if you're in Godot 4, CAMERA_MATRIX is now INV_VIEW_MATRIX.

  • @LucasRafaelDesenhista
    @LucasRafaelDesenhista 4 месяца назад

    hi, nice channel. Please, make a video to explain more how to use multimesh instance to make grass or bunch of rocks, to level up the FPS. putting in the theory in pratice. making a simple scenario. please. O:) and a simple texture mix painting ground too, simulating blender mix shader factor.

  • @ridingatthenightok
    @ridingatthenightok 4 месяца назад

    can i use on a 2D project?

  • @kiyasuihito
    @kiyasuihito 4 месяца назад

    But how can I use this in Fortnite tho. Lol jk nice tutorial very helpful 🎉

  • @joshuastelly4256
    @joshuastelly4256 5 месяцев назад

    Thank you so much! The quality is on par with a paid course. It took me 30 minutes to get through because I kept exploring ideas. Can't wait to see the rest of your channel.

  • @bengtrust
    @bengtrust 5 месяцев назад

    When I click into Process Material and then on ParticleProcessMaterial, I dont have half of the settings you have. For example there is no Emission Shape, Color etc. Do you know why this is?

    • @samkoesnadi
      @samkoesnadi 4 месяца назад

      Is it maybe the Godot version? He is using version 4...

    • @yotionmumbarge9382
      @yotionmumbarge9382 3 месяца назад

      I couldn't find it either. It's under Process Material > Spawn > Position Hope you figure it out.

    • @sifou0550
      @sifou0550 3 месяца назад

      @@yotionmumbarge9382 Oh wow thanks for that

  • @othnielsu697
    @othnielsu697 5 месяцев назад

    ❤非常有帮助,正好是我需要的

  • @TheBigQQ69420
    @TheBigQQ69420 5 месяцев назад

    Maybe the puddle forming is from a combination of the opacity of the texture along with the particle lifetime, as it collides and doesn't despawn? just a 2 cent thought off the top of my head.

  • @ivana.medina3126
    @ivana.medina3126 6 месяцев назад

    Nice! Thanks!

  • @NewFunnyAnimations
    @NewFunnyAnimations 6 месяцев назад

    thanks for the help!

  • @Zenva
    @Zenva 6 месяцев назад

    Thank you for making this video! How can we get in touch for a sponsorship opportunity for our Godot courses?

    • @wattinteractive
      @wattinteractive 6 месяцев назад

      I would love to chat more about an opportunity like that! You can send an email to info@wattinteractive.com and it will reach me. Thanks! 😁

  • @anastasiaklyuch2746
    @anastasiaklyuch2746 6 месяцев назад

    the accuracy of shadow lines and their change with angle is what gives the 3D effect, regardless of shading or outline. You need the shadow border to be further back and depend on viewing angle.

  • @LexGear
    @LexGear 7 месяцев назад

    What is the purpose of the yellow cube surrounding the emitter?

    • @wattinteractive
      @wattinteractive 6 месяцев назад

      The yellow box around the emitter is the Visibility box ("Visibility Aabb", technically). Essentially it means that if any part of this box is in view of the camera, the particle system will be rendered.

  • @yoshidude64595
    @yoshidude64595 7 месяцев назад

    I experience major lag spikes when enabling CPUParticles3D, even after precaching the material. Any advice?

    • @wattinteractive
      @wattinteractive 6 месяцев назад

      Unfortunately, I don't have that much experience optimizing CPU particles instead of GPU particles. If you're unable to use the GPUParticle3D node, a couple of things I would try first are to reduce the number of particles being created, get rid of any transparency, or remove any shadows or lighting effects from it. Again, I'm not sure if those will help with the CPU particle 3D but it's where I would start 🤷‍♂️

    • @yoshidude64595
      @yoshidude64595 6 месяцев назад

      @@wattinteractive I got lag spikes even with just a single particle. It had some transparency and emission. Enabling it or toggling its shown/hidden state caused around ten frames of lag. I feel like I tried absolutely everything to fix it.

    • @wattinteractive
      @wattinteractive 6 месяцев назад

      @@yoshidude64595 What's the mesh that you're trying to render? Is it just a quad mesh?

    • @yoshidude64595
      @yoshidude64595 6 месяцев назад

      @@wattinteractive Yes, just a quadmesh. Should I be using a plane instead?

    • @wattinteractive
      @wattinteractive 6 месяцев назад

      @@yoshidude64595 No, I don't think a plane would offer any improvement over the quadmesh. Do you have collisions enabled for the particles?

  • @blankink
    @blankink 7 месяцев назад

    is it possible to have multiple instances of pulses each at a different place, at the same time?

    • @wattinteractive
      @wattinteractive 7 месяцев назад

      Yes, you can add variables to pass in the start location of the other pulses (and other timings if you want). You then also need to add another conditional statement for the pulses you want to add. I know they were looking at passing arrays to the shader in Godot 4 which could make this easier, but I haven't followed up on the status of that.

    • @adrianhusar
      @adrianhusar 3 месяца назад

      Hi @blankink, were you able to figure this out? I'm looking into the same thing :)

    • @blankink
      @blankink 3 месяца назад

      @@adrianhusar I went with a completely different shader I used the cut off shader with a boder to it instead

  • @felicaamiko
    @felicaamiko 7 месяцев назад

    i was playing windwaker with a friend and wanted to know how the shaders would work in godot. thank you

    • @wattinteractive
      @wattinteractive 7 месяцев назад

      You're welcome! 😊 ⛵

    • @felicaamiko
      @felicaamiko 7 месяцев назад

      @@wattinteractive next i have to learn how to make all the other effects. for a simple looking game there are so many effects and interactions that i never expected

  • @ImEvolver
    @ImEvolver 7 месяцев назад

    Regarding splashes while the drops hit the ground, I don't know why it's visible in one scene, but while implementing the same with another physics engine programmatically, I had the new particle groups created at the collision points, with very short lifespan. Not sure though, if it's an elegant solution.

    • @wattinteractive
      @wattinteractive 7 месяцев назад

      Oh interesting. That's certainly something I might look into for further improvements to the particle rain. Thanks for sharing! 😄

    • @ImEvolver
      @ImEvolver 6 месяцев назад

      @@wattinteractive I also found a gpuparticles3d's property called sub_emitter which can be used to get such effects.

  • @ZekeDeezy-e2du21t
    @ZekeDeezy-e2du21t 7 месяцев назад

    Is there a way to implement this by default? Game-wide? Instead of each individual model?

    • @wattinteractive
      @wattinteractive 7 месяцев назад

      Unfortunately I don't know of a way to implement the style game-wide, or set this as the default for the spatial material. 😞

  • @MasonDavies74
    @MasonDavies74 8 месяцев назад

    Excellent tutorial, thank you! If anyone else wants to use this effect with an Orthographic camera, I have a solution. I'm pretty new to shaders, so there's probably a better way, but this worked for me. you will want to tweak your Camera's Far value, and maybe its distance from the scene-otherwise you might get some strange clipping. I ended up moving my Camera out to z=100, and setting its Far to 130 (my camera is tilted at 30 degrees but I assume the similarity of these numbers is a coincidence). Experiment with your camera's near, far, and position, and eventually you should find some values where the whole shader mesh and scene are visible.

    • @wattinteractive
      @wattinteractive 7 месяцев назад

      You're welcome! And thanks for the tips!

  • @theafroguys5231
    @theafroguys5231 8 месяцев назад

    is it posible to make multiple rings at the same time?

    • @wattinteractive
      @wattinteractive 7 месяцев назад

      Yes, it is definitely possible to make more rings. You'll just need to do another check of the distance and start point and then mix that in to the albedo as well.

  • @99JasonKim
    @99JasonKim 8 месяцев назад

    nice T-shirt

  • @user-ef3tc2ty8m
    @user-ef3tc2ty8m 8 месяцев назад

    please don't fast forward the important parts again

  • @YezzyHD
    @YezzyHD 8 месяцев назад

    great video and great effect thanks

  • @jucobee2158
    @jucobee2158 8 месяцев назад

    Is there a way to apply this to the entire texture of a model imported from Blender? Like in this example you had to sacrifice the eyes and nose of the bear model to replace the entire material with a single color. But what if I wanted to keep those details?

    • @wattinteractive
      @wattinteractive 8 месяцев назад

      Yes, there are a couple of ways to do this that are actually pretty simple, but for whatever reason I didn't think to mention in the video. 1. If you have the texture file of the model, you should be able to just add it to the Albedo Texture of the material and it should just work. Or, if there's more to the model than just that, 2. You can go into the imported model's materials (you should be able to find it in "Surface 1" in the actual mesh of the imported object) and make the same changes as in the video to achieve the toon effect. Hope that helped! 😊

  • @my2cents795
    @my2cents795 8 месяцев назад

    Hello, this doesn't work when there is semi transparent objects in the scene. Would you mind making a tutorial for passing a viewport texture as a shader parameter to achieve a similar result but also show semi transparent objects ? I'd be eternally grateful :)

    • @wattinteractive
      @wattinteractive 8 месяцев назад

      Ooh... interesting, I didn't of that. That sounds like a fantastic improvement to the shader, let me add that to the top of my list of topics to look at. Thanks!👍

    • @my2cents795
      @my2cents795 8 месяцев назад

      @@wattinteractive Brilliant ! I'll be looking forward to it ! subbed and hit the bell :)

    • @wattinteractive
      @wattinteractive 8 месяцев назад

      @@my2cents795 Thanks! 😁👍

    • @wattinteractive
      @wattinteractive 8 месяцев назад

      Okay, so it looks like this will end up being a quite involved project to get it to fully work properly (seemingly due to the way Godot handles rendering transparency? Still looking into that), but I did find in playing around that if you set the render priority to -1 for the post-processing material, it should render the semitransparent objects, but they won't interact with the shader. Hopefully that's enough to get you by for now while I try and find a better solution! 👍

    • @my2cents795
      @my2cents795 8 месяцев назад

      ​@@wattinteractive Ohhh, nice! That could work for now. I'm doing fog of war post processing shader for my RTS game (video coming out soon) and I have a few semi transparent assets but they all belong to the player so they should all be in the visible area of the fog of war (no need to be affected by the shader) but in the future, enemy units/buildings might have some semi transparent objects that need to be hidden in the fog of war still. I've browsed through the Godot github and found a few changes in the pipeline that allow for post transparency screen capture. Hopefully they are merged soon. Thanks a lot for the brilliant temporary solution :)