Godot: Baked Pivots

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  • Опубликовано: 29 янв 2025

Комментарии • 16

  • @ryanscott642
    @ryanscott642 7 месяцев назад +10

    Really interesting work. You might want to reduce the volume of the intro music, it is hard to hear you over the music.

  • @sanketsbrush
    @sanketsbrush 6 месяцев назад

    just in the case if you don't know , Godot 4 can directly support blender files . You just have to enable option in editor settings.

  • @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

  • @catafest
    @catafest 7 месяцев назад

    can you add body collision and simulation gravity with this pivot feature , for example: crash a wall in pieces from bullets using pivot?

    • @pixezy8962
      @pixezy8962  7 месяцев назад +1

      Maybe, but it wouldn't be worth it. A shader can't keep state, so it only reacts to external values (time, effector) as if it were a function. Then the physics of all the pieces would have to be calculated from outside (gdscript), which doesn't make sense.

  • @williamgodwinACAB
    @williamgodwinACAB 7 месяцев назад

    It's so simple, but I didn't figure it out! I tried using geonodes for this. It turns out well, but I baked everything into the texture and sometimes got artifacts.
    And this.... It's so simple that it's even brilliant!)

  • @Yeet-eq7ve
    @Yeet-eq7ve 7 месяцев назад +1

    Bro, how you getting no views? This stuff is legendary👍

  • @Numa369
    @Numa369 7 месяцев назад

    Really good work!
    couldn't you have baked the pivot positions into vertex colors? because using both uv maps leaves you with a mesh that has no valid uv map for the fragment shader

    • @pixezy8962
      @pixezy8962  7 месяцев назад +1

      That is something I need to explore in the hex sphere tutorial, because I'll need 3 UV maps. I was testing before the CUSTOM0,1,2,3 channels of the spatial shader and it seems that I can store additional UVs in those channels.

    • @WeaselOnaStick
      @WeaselOnaStick 7 месяцев назад

      Baking pivot coords into vcols is unnecessary imo. Are you saying there's a limit on how many UV maps gltf/godot mesh can have?

    • @Genebriss
      @Genebriss 7 месяцев назад +2

      Do you only get 2 uvs in Godot?

  • @theman7050
    @theman7050 2 месяца назад +1

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

  • @GuinnessDega
    @GuinnessDega 7 месяцев назад

    i need this

  • @LevelUpStudios-el2no
    @LevelUpStudios-el2no 7 месяцев назад

    Awesome job, one important detail you did not explain. At min minute 6:20 ... you did not mention Dimensions and Effector settings, if not set properly the effect is not visible.
    Bottom Right of the screen (in the Inspector):
    Dimensions (suggested)
    1.8, 1.7, 0.2
    Effector (suggested)
    0, 1, 0.5
    This is really important in order to replicate the effect you created. Also, just in case reload the project.