You know there are lots of tutorials for godot. Right but the thing is they only give you so much and no end round point. Yes doing a terrain. Yours so far is the best I have come across. It's more indef and explains better. I'd say think like a gamer think if you where to start how would you start making a game. What could you make a video on that people would want to see. So take it this way. The indef explanation you did in simple terrain is accurate and people understand what's going on with it. So try more on 3d development in Godot. Nad the ones out there are ok just not enough. Look at terrain3d it only has like 3 videos but that's it. And it's still limited. Then they refer you to the documentation. Wich doesn't really cover experiencing the program visually. So island game types. Maybe Rts type of games survival types of games. Eventually move to mmo. People really like me struggle abit and is also limited to the internet to get these types of information needed. And if it helps people create awesome games then they can credit your channel and trust me getting credited on a game made with help from your tutorials that's going to boost your channel big time.
Wow this was not only quick very easy to understand. I dont think ive learnt anything faster in my godot journey than this. This is going to be hard to top
Excellent way to start making an ocean. I even didn't know there is a method to convert StandardMaterial3D into ShaderMaterial. It's so helpful! Thanks for your work!!
Hello. I liked your tutorial. But, changing the scale value can affect optimization? I heard that for better optimization the scale should always be set to one. Thank you for the lesson.
Not that I know of, shouldn't make a difference. For physics objects in godot usually you want it set to 1 to ensure correct physics handling. But for a visual water effect like this it shouldn't make a difference. The same number of polygons are being rendered. And since we set texture triplanar world, the textures will not get stretched when scaling.
I did a video on making a swimming mechanic for FPS controllers here: ruclips.net/video/HzQvI4wwr-0/видео.html However, I haven't worked with buoyancy much. I think you might be able to modify gravity for rigid bodies using an Area3D.
Hello! i wan't to talk about stair handling in your first tutorial. I have strange glitch after trying to climb to steep angle then variable any_too_steem is always true and i can't climb stairs anymore.
That is very odd. You mean it just gets stuck for the rest of the level everywhere? It's possible that is a glitch in Godot's physics engine. I found it glitchy myself. Can you try the same thing but install Godot jolt to your project? That fixed some bugs for me.
@@MajikayoGames It must have stopped loading at some point while I was changing the values I did some steps over and then the maps started updating and the water was moving.
Awesome tutorial and really nice looking water with very easy setup! Question: When my player enters the water area they become fully invisible. Any way to solve it? (I'm using a CharacterBody3D w/ Sprite3D for a sidescrolling 2D/3D hybrid and trying to make a hidden underwater area) The only way I found so for was to set "No depth test" to true in the Sprite3D node. This works, but is then not affected by the water effects anymore and breaks the illusion of being under water.
Solved it! Not sure about other nodes if they have the same properties but for anyone else with the same issue then at least for Sprite3D nodes try setting "Alpha Cut" to discard and it should work. 👍
You could do something very similar, but it would be a lot more custom. It would involve writing a custom canvas item shader, probably taking in a noise texture as a shader parameter and doing some blurring/distortion of the pixels behind it.
Thank you for the suggestion. Might do a video on this. It would end up being more complicated. Volumetric clouds can be created with 3D noise and raymarching in the fragment shader.
Try adding the sun and environment to your scene. You will find the option to do so in the top of the godot viewport (The 3 dots to the left of "Transform"). Then it should look the same in game as the preview viewport.
@@MajikayoGames Thanks, I've already figured it out, but that wasn't the point. after converting to a shader, it turned out that it was necessary to turn the sliders again in refraction
To the point, no waffle. Works. Perfect.
I second this sentiment.
One of the best channels for Godot tutorials, thank you!
i have never seen a better and simpler tutorial, you even effortlessly added water movement i am so thankful and impressed by this
Concise, perfect for a quick setup to get started. Thanks!
Going to check this out now. But wow your simple terrain is the best by far. I have alot of great ideas just struggling to implement them.
Sure :) let me know if I can help or if you want video tutorials for anything. I'm looking for ideas for videos
You know there are lots of tutorials for godot. Right but the thing is they only give you so much and no end round point. Yes doing a terrain. Yours so far is the best I have come across. It's more indef and explains better. I'd say think like a gamer think if you where to start how would you start making a game. What could you make a video on that people would want to see. So take it this way. The indef explanation you did in simple terrain is accurate and people understand what's going on with it. So try more on 3d development in Godot. Nad the ones out there are ok just not enough. Look at terrain3d it only has like 3 videos but that's it. And it's still limited. Then they refer you to the documentation. Wich doesn't really cover experiencing the program visually. So island game types. Maybe Rts type of games survival types of games. Eventually move to mmo. People really like me struggle abit and is also limited to the internet to get these types of information needed. And if it helps people create awesome games then they can credit your channel and trust me getting credited on a game made with help from your tutorials that's going to boost your channel big time.
Even try mixing game types would be interesting. Like rpg with Rts lol those havnt been done yet either and should be interesting to make.
Fantastic video!
This is amazing! I can't believe how simple and straight forward it is. Thanks!
Nice, short recipe. Thanks.
perfect thank you!!!
Wow this was not only quick very easy to understand. I dont think ive learnt anything faster in my godot journey than this. This is going to be hard to top
wow, so simple, straight forward and clear!
Excellent way to start making an ocean. I even didn't know there is a method to convert StandardMaterial3D into ShaderMaterial. It's so helpful! Thanks for your work!!
Simple and effective!
this is the tutorial all others should be judged against
WHOAH this is information its freaking gold on its own :o htank you so much
Wow. Very concise tutorial. Earned a sub!
What a beautifully explained video. Thank you. Following
damn, as a complete newb to godot and game dev in general, thank you, subbed
Bruh...
This water is amazing and change to shader material tip has great value buy itself.
thank you sir 👌
BEST TUTORIAL OAT
Hello. I liked your tutorial. But, changing the scale value can affect optimization? I heard that for better optimization the scale should always be set to one. Thank you for the lesson.
Not that I know of, shouldn't make a difference. For physics objects in godot usually you want it set to 1 to ensure correct physics handling. But for a visual water effect like this it shouldn't make a difference. The same number of polygons are being rendered. And since we set texture triplanar world, the textures will not get stretched when scaling.
Thank you🎉
really cool! thx
The power of box/cube
Excellent my guy.. brilliant
Thank you! super helpful and to the point.
Thank you dude
Thank you sir 🫡
liked subscribed amazing! please make more short tutorials like this!
Any idea how I could add a buoyancy surface to this so I could have a boat float on it and have it "swimmable" both under and on the surface?
I did a video on making a swimming mechanic for FPS controllers here: ruclips.net/video/HzQvI4wwr-0/видео.html
However, I haven't worked with buoyancy much. I think you might be able to modify gravity for rigid bodies using an Area3D.
@@MajikayoGames I am trying to build a game based around island exploration (majority ocean biome and boat travel) but buoyancy is kicking my ...
Great tutorial thank you! its possible to create an island like from the zelda wink waker outset island in godot?
Hello! i wan't to talk about stair handling in your first tutorial. I have strange glitch after trying to climb to steep angle then variable any_too_steem is always true and i can't climb stairs anymore.
That is very odd. You mean it just gets stuck for the rest of the level everywhere? It's possible that is a glitch in Godot's physics engine. I found it glitchy myself. Can you try the same thing but install Godot jolt to your project? That fixed some bugs for me.
I copied your code from github and all worked( jolt is installed), but tou can climb on other character bodies and i can't fix that.@@MajikayoGames
How would I change the direction the water moves?
you could add another multiply in the shader like * -1.0 or * vec3(-1., -1., 1.) to multiply each the xyz components separately
Time doesnt make it move for me, is there some library I have to open or did something change in the new update or sth?
still works for me on 4.3. uv1_triplanar_pos is the variable in the vertex() function of the shader.
@@MajikayoGames It must have stopped loading at some point while I was changing the values I did some steps over and then the maps started updating and the water was moving.
Thanks! :)
This is great but does it react to things in it such as a boat moving along?
This current version does not but could be an interesting future tutorial :)
That would be great 😊@@MajikayoGames
Any way to change the noise's z offset with time to create changing waves?
how can i make it so that the water effect is showing even when submerged in the water?
Awesome tutorial and really nice looking water with very easy setup!
Question: When my player enters the water area they become fully invisible. Any way to solve it? (I'm using a CharacterBody3D w/ Sprite3D for a sidescrolling 2D/3D hybrid and trying to make a hidden underwater area)
The only way I found so for was to set "No depth test" to true in the Sprite3D node. This works, but is then not affected by the water effects anymore and breaks the illusion of being under water.
Solved it! Not sure about other nodes if they have the same properties but for anyone else with the same issue then at least for Sprite3D nodes try setting "Alpha Cut" to discard and it should work. 👍
can we clip the mesh with the terraing to optimize by diminishing polys?
How i can make it do waves?
I saw a tutorial by StayAtHomeDev on that :) ruclips.net/video/7L6ZUYj1hs8/видео.html
uses a vertex shader
Is there way to do this for 2d water?
You could do something very similar, but it would be a lot more custom. It would involve writing a custom canvas item shader, probably taking in a noise texture as a shader parameter and doing some blurring/distortion of the pixels behind it.
Can you make clouds the same way please?
Thank you for the suggestion. Might do a video on this. It would end up being more complicated. Volumetric clouds can be created with 3D noise and raymarching in the fragment shader.
for some reason, the water looks very bad in the camera, but everything is gorgeous in the viewport, just like in the tutorial(((
Try adding the sun and environment to your scene. You will find the option to do so in the top of the godot viewport (The 3 dots to the left of "Transform"). Then it should look the same in game as the preview viewport.
@@MajikayoGames Thanks, I've already figured it out, but that wasn't the point. after converting to a shader, it turned out that it was necessary to turn the sliders again in refraction
Can i hit Like about 100 times? Simple was what i was looking for. Thanks!
This is how to make videos although i could have watched from a new scene
👍🏽👍🏽👍🏽
How can i change water wave dairection?
TIME * vec3(-1.,-1.,-1.); // like this. flip negatives for x,y,z