This is great. I got here cause your elf scythe got featured in the latest godot particle blog post. And now I want to know every little step on how to create your effects :D Please more tutorials!
Btw: I love that your effects have this valorant / league of legends kind of look and feel to it, like sort of cartoonish but very fantasy/scifi. Never get this quite right but you make it look easy.
For those of you wondering about the specific version that was branched off to make this: The branch has since been merged into the master branch, meaning that all the features and functionality are in GODOT 4.3 and all versions going forward
You really explained it so well! I especially like how you shaded the cloud mesh, it looks much better than if you were to use smoke sprites or something.
Excellent video and I really appreciate this style. I'm not looking for a tutorial, I'm looking for an explanation of the animation principles employed and seeing the effect broken down into its constituent parts is very helpful.
thank you so much 🥳and I agree ! i understand when tutorials go literally step by step but learning /why/ we're doing things is much better in the long run
awesome - exactly what I needed. I want some greate VFXs in my game and I'm motivated ... till I sit in front of godot and have no clue what to do with the particles, shaders, ...
hallo ! it's part of the INSTANCE_CUSTOM.y built-ins of godot shaders :D you can find more info on my previous video 👌 ruclips.net/video/N9ilhL8JFes/видео.htmlsi=htCoNy9bPgw36xGl&t=338
Thank you! as a follow up quesiton -- what's the min / max value on the angular velocity curve? Maybe I am not understanding it correctly -- according to the doc: the value of the property will be multiplied by the value of the curve at the current point in a particle's lifetime. So in this case, if my Velocity min and max value is one. and my Curve value is linear between 360 -> 0, it should mean at the end of the particle's life the rotation should slow to zero (IE not rotating) right? But somehow I am seeing a behaviour that it will start rotating in the OPPOSITE direction in the middle of the lifetime T_T. Is this intended?
@@tinygodzilla7287 hey! sorry im already in bed but if i forget to reply to this w/in 24 hours feel free to remind me 🤔 ill try it out tomorrow your explanation sounds correct tho (slowly coming down to 0 rotation) ! cant think of any reason why it behaves differently atm 🤨
@@tinygodzilla7287 alright so i got the same behaviour 😭 can't quite wrap my head around it my best guess is that instead of being rotated an amount per frame, we're seeing the particle's projected rotation from its initial rotation based on the angular velocity at that frame, which is why we see it slow down (and reverse) when the angular velocity curve trends downwards 🤔 does that make sense? :O i tried making the curve a linear 360 -> 0 -> 360 (making a v shape) and the second half of lifetime i saw it rotating very quickly as if to catch up to what the rotation /would've/ been if angular vel was kept a constant 360 throughout its lifetime that's just a hunch tho 🤔
@@onetupthree yeah..... Oh well thanks for confirming that it's the same behaviour. I'll try and make an issue on Github to see if it's intended or not. As an workaround I've used curves on the Angle Section under Spawn since that makes the most sense to me. Thanks again!
when i first started learning shaders I used shader graph in Unity a lot :O it helped me visualize all the math that goes on :D maybe it can be the same for you! (plus Godot now also has visual shaders which is their shader graph equivalent 👌) it also really helps that Godot has great documentation so translating what I know from other engines wasn't too difficult 🙇♂
This is great. I got here cause your elf scythe got featured in the latest godot particle blog post. And now I want to know every little step on how to create your effects :D Please more tutorials!
Btw: I love that your effects have this valorant / league of legends kind of look and feel to it, like sort of cartoonish but very fantasy/scifi. Never get this quite right but you make it look easy.
@@philippschmidt78 thank you so much 🥳 really appreciate it ! for sure ill be making more videos once my schedule frees up more 🙏
For those of you wondering about the specific version that was branched off to make this: The branch has since been merged into the master branch, meaning that all the features and functionality are in GODOT 4.3 and all versions going forward
thank you @AdeptusForge !
You really explained it so well! I especially like how you shaded the cloud mesh, it looks much better than if you were to use smoke sprites or something.
thank you so much ! 🥳
These are great. I've always gotten overwhelmed by VFX, but this makes me feel like I can learn this!
glad i could help out ! i believe in you 😤🙏
Excellent video and I really appreciate this style. I'm not looking for a tutorial, I'm looking for an explanation of the animation principles employed and seeing the effect broken down into its constituent parts is very helpful.
thank you so much 🥳and I agree ! i understand when tutorials go literally step by step but learning /why/ we're doing things is much better in the long run
This channel will become the "Gabriel Aguiar prod" but for Godot, definitely liked, subscribed and shared. good job.
i appreciate that 😭💖 thank you so much!
ngl i think you`re the most talented godot vfx rn
idk what to say 😭 that means a lot
thank you 🙏
Awesome breakdown! That's a meaty looking boom!
Very good video! I think I'm the 1000th subscriber, congrats achieving this!!
and you're AWESOME for that 💖 thank you so much for the support 🙇♂️
Amazing! Thank you for showing us how to do this VFX i really love it, please do more tutorials you're amazing!!
thank you so much 😭 more definitely on the way !
but most likely after Halloween 🙇♂
I love you, god you make shaders soo much easier to understand, thank you soo much
thank you so much for the kind words ! very happy to hear that 🥳
Awesome ! I'd love to see more of this
This was an amazing tutorial
thank you I appreciate it 😭🙏
I loved it! Do more, please :)
glad to hear it! 🥳 my next breakdown is for the night elf scythe i made a while back :D
Great job. More of these.
thank you! more to come for sure 👀
Great job on the video. Awesome vfx
thank you so much ! 🥳
Thanks it looks great
thank you so much! 🥳
awesome - exactly what I needed.
I want some greate VFXs in my game and I'm motivated ... till I sit in front of godot and have no clue what to do with the particles, shaders, ...
glad I could help! you got this 😤👌
This is really interesting
thank you ! 🙇♂️
I subscribe! thanks for the explanation, you're an amazing dude!
thank you so much! 🙇♂️
thank you so much 😭😭
Wow... So cool
thank you! :D
Whoaaa really nice tutorial
thank you so much ! 🙌
Awesome tutorial
thank you! 🙇♂️
subscribed ! amazing tutorial
thank you so much! 🥳
Nice videos.
thank you ! :D
Thank you for the breakdown!
Just curious how did you get the erosion of the Rings tie to the lifetime of the ring particle?
hallo ! it's part of the INSTANCE_CUSTOM.y built-ins of godot shaders :D you can find more info on my previous video 👌
ruclips.net/video/N9ilhL8JFes/видео.htmlsi=htCoNy9bPgw36xGl&t=338
Thank you!
as a follow up quesiton -- what's the min / max value on the angular velocity curve?
Maybe I am not understanding it correctly -- according to the doc: the value of the property will be multiplied by the value of the curve at the current point in a particle's lifetime.
So in this case, if my Velocity min and max value is one. and my Curve value is linear between 360 -> 0, it should mean at the end of the particle's life the rotation should slow to zero (IE not rotating) right? But somehow I am seeing a behaviour that it will start rotating in the OPPOSITE direction in the middle of the lifetime T_T. Is this intended?
@@tinygodzilla7287 hey! sorry im already in bed but if i forget to reply to this w/in 24 hours feel free to remind me 🤔 ill try it out tomorrow
your explanation sounds correct tho (slowly coming down to 0 rotation) ! cant think of any reason why it behaves differently atm 🤨
@@tinygodzilla7287 alright so i got the same behaviour 😭 can't quite wrap my head around it
my best guess is that instead of being rotated an amount per frame, we're seeing the particle's projected rotation from its initial rotation based on the angular velocity at that frame, which is why we see it slow down (and reverse) when the angular velocity curve trends downwards 🤔 does that make sense? :O
i tried making the curve a linear 360 -> 0 -> 360 (making a v shape) and the second half of lifetime i saw it rotating very quickly as if to catch up to what the rotation /would've/ been if angular vel was kept a constant 360 throughout its lifetime
that's just a hunch tho 🤔
@@onetupthree yeah..... Oh well thanks for confirming that it's the same behaviour. I'll try and make an issue on Github to see if it's intended or not.
As an workaround I've used curves on the Angle Section under Spawn since that makes the most sense to me.
Thanks again!
banger
thanks man 😤👌
How on earth does one learn Godot shaders or just shaders in general ;(((
Did you learn OpenGL before you started in Godot?
when i first started learning shaders I used shader graph in Unity a lot :O it helped me visualize all the math that goes on :D maybe it can be the same for you! (plus Godot now also has visual shaders which is their shader graph equivalent 👌)
it also really helps that Godot has great documentation so translating what I know from other engines wasn't too difficult 🙇♂
How did you get the shine to smoothly blend into the ground? Or does that just happen automatically?
it's depth fade (proximity fade in Godot) :D i mention it in my previous video about shaders 👌
@@onetupthree ah, I def forgor that one lol
@@gonderage it's all good 😎👌
thank
welcome ! 🙏