- Видео 17
- Просмотров 92 597
Polygarden
Добавлен 1 май 2007
Godot 4.2.2 - Volumetric Clouds With Atmospheric Scattering
Got some simple atmospheric scattering working for new volumetric clouds. It's using a seperately rendered cloud shadow map, which can be used to cast shadows onto other objects like the terrain. It's still a bit hacky and not very optimized.
I try to convert this to Godot 4.3 and perhaps update the project on the repository when this is done.
I uploaded the cloud project to github. For anybody who is interested, you can look through the code. The clouds however are not production ready. The implementation is still kinda weird. Feel free to use the code for any Godot related project. I'm sure it can be helpful.
The project was created with Godot 4.2.2
Known Issues:
- To see the clouds in the e...
I try to convert this to Godot 4.3 and perhaps update the project on the repository when this is done.
I uploaded the cloud project to github. For anybody who is interested, you can look through the code. The clouds however are not production ready. The implementation is still kinda weird. Feel free to use the code for any Godot related project. I'm sure it can be helpful.
The project was created with Godot 4.2.2
Known Issues:
- To see the clouds in the e...
Просмотров: 1 909
Видео
Godot 4.2.2 - Cloud Worlds - Project Download
Просмотров 3 тыс.4 месяца назад
I uploaded the cloud project to github. For anybody who is interested, you can look through the code. The clouds however are not production ready. The implementation is still kinda weird. Feel free to use the code for any Godot related project. I'm sure it can be helpful. The project was created with Godot 4.2.2 I will be looking into to the Godot 4.3 update. With the render hooks it's possibly...
Godot - Terrain Prototype Test
Просмотров 21 тыс.Год назад
The scattering is now fully procedural during runtime. I couldn't manage to make Godot run on too many nodes placed by the editor. Now it's 100% deterministic, but it's usable even for infinite terrains. This demo as it is runs on an Intel i7 930 with an RTX 2060. No raytracing needed. It is not yet optimized though. When I'm done cleaning up this demo, I'm going to release the project.
Godot - Animation IK Setup Test
Просмотров 10 тыс.Год назад
Just testing the IK Setup. The head and tail are procedurally animated with look at targets and blended together with the standard animations. It's using an animation tree. I have to say, this feature is amazing.
Godot - Object Terrain Blend
Просмотров 4,5 тыс.2 года назад
Object terrain blend shader, which contains one layer of sand and one layer of forest ground. The object texture is masked.
Godot - Continents & Minimap Shader
Просмотров 2 тыс.2 года назад
I have added a little minimap to the procedural terrain. The minimap covers 9 by 9 kilometers, but you can go as far as you want. I have also added larger chunks of terrain, like continents or big islands. The procedural generation is running much smoother now, barely noticeable in the background.
Godot - Fluid Simulation Foam Test
Просмотров 3,6 тыс.3 года назад
I applied the height map and foam particle buffer to a quickly written water shader to see if it works. Now I can add more water details and sync it with the camera.
Nodebased Tree Generator Test #2
Просмотров 7373 года назад
This is based on Godot engine, but is export as standalone editor.
Nodebased Tree Generator Test #1
Просмотров 5523 года назад
This is based on Godot Engine, but it's a standalone editor
Godot - Radiance Fog Atmospheric Height
Просмотров 1,7 тыс.3 года назад
I tried to fiddle around with the fog in Godot, but couldn't make it fit with the background. That's why I wrote this little but really cheap fog shader. It's not using a fog color. Instead it's using the background hdri mipmap to color the fog in the distance. This merges the horizon perfectly with the terrain. Added some atmospheric height to the radiance fog. It looks much more volumetric, e...
Godot - Submarine Prototype
Просмотров 4,6 тыс.3 года назад
My first working submarine prototype. I built it very modular. So, for the game I can add or remove single modules. To make submarine customizable by the player.
Godot - Ocean Shader - Foam, Hue Tinting
Просмотров 10 тыс.3 года назад
I have added the foam to the ocean detail map. It's using the cfd input for the flow direction. I need to tweak it more though. I also changed the tinting method for the underwater color.
Godot - Physicalized Bike & Simple Distance Based Lodding
Просмотров 3 тыс.4 года назад
Simple lodding and occlusion system using area triggers. Each of those rocks have 10000 polygons in LOD0, all of them have collision. Stable 60 FPS in full HD on my GTX680. (actual framerate is about 150 FPS, it's all running in one thread in this demo, but lodding can be even seperated into another thread)
You can Add Your Script edit hole Engine As you require edit Renderer as your Required this is why godot is great and gives control over every modle in engine even you can add different ray tracing programs
03:08 i hate this in godot look waves near their its getting break not smooth
Looks great, good job!
Can you make a tutorial about the water shader? I am very interested. I really want to know how you make the transition where the camera is half under water and half above it.
Hello, I'm the UK Navy Admiral, we would like to buy what you did there. Those are some very nice waves, we would like to rule them. We will write you a check, and if you name a good asking price, maybe we'll also buy your swimming course. We would like to learn to swim as well.
this looks amazing!
Could you post the assets or something for this project?? Thanks in advance...
Wait?!? Godot!? Thats crazy
Just discovered this looking for volumetric clouds and OMG, WHY DID I NEVER SEEM THIS PROJECT?! Looks like's what I was looking for! You still working on it? To have it in 4.3? Maybe the new Compositor Effects can be taken as an advantage to add better improvements or cheaper implementations or other effects :D
Bro this is godot!!!??!?! We need tutorials!
What you have here is stunning. Thank you for showing us what is possible in Godot, your skills are highly appreciated. The water here looks absolutely fantastic.
You are so good dude. Keep it up.
Hey man this is absolutely sick, ever thought about porting this to Godot 4? Cheers!
Hello, can you suggest ho to get rid of that flickering hile moving the camera
Hey there. Did you ever get to post your project on the terrain generation? That would be awesome. Thanks.
did you like made the global illumination dynamic or is it static?
Hello, is there a way to contact you? I have a few questions. It would be wonderful if you could help me out.
have you tried compute shaders ?
Makes me want to switch from UE5. Edit: Switching from UE5
Looks more like a river bed than a forest, it just lacks dark soil and leaf litter.
looks so good
please convert this into godot 4
Awesome work!
Awesome
Three years have passed and I'm still waiting for this in the marketplace *_*
THANK YOU!
Can you do a tutorial to reach that level of photorrealism in Godot
You are so great, you are my god, I love this project, thank you for your dedication to godot
This tutorial proofs the earth is flat
This channel needs more attention. Checked all your work. Subscribed, cause you're just awesome!
This is amazing! If you don't mind sharing, how did you make the water-camera intersection effect working so well?
I want to know as well.
Love that repo, can't wait for the update!!!
really beautiful, enjoying seeing these updates!
I just found this amazing channel thanks to the RUclips algorithm.
Beautiful! Would this translate as cloud shadows on the terrain as well? Keep up the incredible work 🎉
Thank you! I'm actually trying to make this work. For now it's just the fog receiving the shadows, but I also want to have a standard shader material being able to receive it. I don't know yet how long it will take me to do this, because I have to figure out how the schlick ggx BRDF works to be able to integrate it into the shadow pass properly. But in general this is the plan and that's why I have separated it into a shadow-map.
@@Polygarden Beautiful, thanks for the response, you've done such great work already I'm sure you'll figure it out 👌 do you think there's a community somewhere of people trying to solve similar challenges in godot?
@@ernestosantangeloregaladoa800 There are many knowledgeable people in the discord. They always helped me out very quickly. But I tend to dig through the Godot code myself first.
Amazing
looks very nice)) tutorial sometime?
Why you say its very un-optimised??
it is still work in progress
I suppose many functions used in shader could have arrays of precomputed values that will be interpolated.
It would be great if you could please do a tutorial regarding this. Thanks!!
Perhaps I can do something when my little demo is done. Like a little documentation or a paper where all the technical details are explained.
@@Polygarden would really love this! do you have plans for how much more you're going to add to this project before you consider it done?
@@Polygarden yes of course.
Awesome!!!
wow, well done 👏
Amazing!! Can these clouds work around a sphere, like as if wrapped around a planet?
Thank you very much! Unfortunately this is not easily possible at the moment. Everything is currently made in a way that you have a horizon along the xz-axis. Perhaps it can be done, but it would require alot of rewriting.
@@Polygarden I might eventually try to modify it to be able to be put around a sphere, I'll have to implement clouds of some sort eventually. Or I might try to make my own from scratch, but there's no way they will look as good as yours