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Very good tutorial! Unfortunately I have a problem with created collision shapes. When I play an animation, some of them do not follow the animation, usually for meshes, that are not attached to any bone like Knight_Body, Knight_Head, but for example Knight_Helmet and Knight_Cape work correctly. Do you know, how to solve it?
Glad you liked it :) Whenever Godot finally lets us change the stencil buffer I'll make another video to show how to make truly perfect outlines. But for now, that's the best we can get.
@@octodemy Yeah man... this is far better than I could do ... but the seeing behind objects was my big thing... kind of feel silly trying all these complicated things when it is a no code solution 🤦♂ lol also I thought the stencil thing was supposed to be a 4.0 release?
@randomjimbitz512 It was started last year and was supposed to enter on 4.2 but was delayed is it still needed to sort some issues. The biggest issue is that there is a problem with the rendering order so they were waiting for the RenderingCompositor to be made first to solve this issue in the correct way. But its been a long while and there is still a lot of discussion about that one too. At least the changes are approved for a while, so it will be in godot in the future. Here's the stencil PR: github.com/godotengine/godot/pull/80710 And as it seems the RenderingCompositor will atill take a while, the latest news is this: "We discussed stencil in the rendering meetings, and we're converging towards the idea of integrating stencils in 4.4, with different limitation depending on whether opaque subpasses were implemented in this release, or not. Please take all of this with a grain of salt, this is a wishlist and not a plan." So I guess we can hope for stencils in 4.4 PS: If you found xrays easy now, just look at what it'll be after this PR lol: github.com/godotengine/godot/pull/80710#issuecomment-1863701986
Glad to hear that. I originally only wanted to make a small video about making the material outlines without code... But one thing let to another and.... you have this video.
@@alapidis I have links to other youtubers eventually, I learned by watching this one the basics: ruclips.net/video/Ov0LcLjmKX8/видео.htmlsi=xPQUbBeMU_pFeAJb (you can probably see some of my comments under that one) and then integrated it with an outline shader that was done with "the old way", before Godot 4.3 that implemented compositor effects, in which you put a mesh in front of the camera and filter it through the mesh.
I was going to briefly comment that this existed but I guess I forgot about it. Post-effect outlines are a beast of its own, so it'd be a bit too long if I included that here. (And I'm still quite a beginner with shaders) I haven't seen a compositorEffect outlines shader yet(haven't really looked for it), but I guess it would not be hard to adapt one from the classic gdshader to glsl. @alapidis, the keyword you want here is 'edge detection' Post-effect outline shaders are made by using the depth buffer and edge detection algorithms to create and create the outlines. It might be a bit complicated to make your own shader if you don't have shader experience. But there are a lot of good outline post-effect shaders in shadertoy and godotshaders that you can use for reference and change it to suit your needs. It has its advantages and disadvantages too. For one, you can't outline single objects easily. You put outlines in everything on the screen. So its often used to give add to the graphics style instead of using it for gameplay.
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Excellent tutorial 🎉
woooow amazing!
Very good tutorial! Unfortunately I have a problem with created collision shapes. When I play an animation, some of them do not follow the animation, usually for meshes, that are not attached to any bone like Knight_Body, Knight_Head, but for example Knight_Helmet and Knight_Cape work correctly. Do you know, how to solve it?
youre my Godot hero toady... +1 Sub... well done.. been looking for this exact thing for months...
Glad you liked it :)
Whenever Godot finally lets us change the stencil buffer I'll make another video to show how to make truly perfect outlines.
But for now, that's the best we can get.
@@octodemy Yeah man... this is far better than I could do ... but the seeing behind objects was my big thing...
kind of feel silly trying all these complicated things when it is a no code solution 🤦♂ lol
also I thought the stencil thing was supposed to be a 4.0 release?
@randomjimbitz512 It was started last year and was supposed to enter on 4.2 but was delayed is it still needed to sort some issues.
The biggest issue is that there is a problem with the rendering order so they were waiting for the RenderingCompositor to be made first to solve this issue in the correct way.
But its been a long while and there is still a lot of discussion about that one too.
At least the changes are approved for a while, so it will be in godot in the future.
Here's the stencil PR: github.com/godotengine/godot/pull/80710
And as it seems the RenderingCompositor will atill take a while, the latest news is this:
"We discussed stencil in the rendering meetings, and we're converging towards the idea of integrating stencils in 4.4, with different limitation depending on whether opaque subpasses were implemented in this release, or not. Please take all of this with a grain of salt, this is a wishlist and not a plan."
So I guess we can hope for stencils in 4.4
PS: If you found xrays easy now, just look at what it'll be after this PR lol: github.com/godotengine/godot/pull/80710#issuecomment-1863701986
Hey can you do a good mini map tutorial? Please and thanks :D
this is useful
Glad to hear that.
I originally only wanted to make a small video about making the material outlines without code...
But one thing let to another and.... you have this video.
@@octodemy UM i was going to ask its there a way to make an outline diablo 2 style on a 3d object
or do the objects have to be 1 big object .
brilliant video, instant save!
Glad you liked it :)
Broo this is amazing
Glad you liked it. :)
Since I worked on it recently, I would add also an outline done through a compositor effect.
Got some info on that? I'd love to check it out.
@@alapidis I have links to other youtubers eventually, I learned by watching this one the basics: ruclips.net/video/Ov0LcLjmKX8/видео.htmlsi=xPQUbBeMU_pFeAJb (you can probably see some of my comments under that one) and then integrated it with an outline shader that was done with "the old way", before Godot 4.3 that implemented compositor effects, in which you put a mesh in front of the camera and filter it through the mesh.
I was going to briefly comment that this existed but I guess I forgot about it.
Post-effect outlines are a beast of its own, so it'd be a bit too long if I included that here. (And I'm still quite a beginner with shaders)
I haven't seen a compositorEffect outlines shader yet(haven't really looked for it),
but I guess it would not be hard to adapt one from the classic gdshader to glsl.
@alapidis, the keyword you want here is 'edge detection'
Post-effect outline shaders are made by using the depth buffer and edge detection algorithms to create and create the outlines.
It might be a bit complicated to make your own shader if you don't have shader experience.
But there are a lot of good outline post-effect shaders in shadertoy and godotshaders that you can use for reference and change it to suit your needs.
It has its advantages and disadvantages too.
For one, you can't outline single objects easily. You put outlines in everything on the screen.
So its often used to give add to the graphics style instead of using it for gameplay.
THANK YOU!
Happy to see you liked it :)