Basic Shader Tutorial - Vertex Displacement

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  • Опубликовано: 21 окт 2024

Комментарии • 22

  • @sanyi9667
    @sanyi9667 4 месяца назад +1

    this video should be must watch for everyone who starting into game dev. absolutely amazing.

  • @whoeverofhowevermany
    @whoeverofhowevermany 4 месяца назад +1

    You keep uploading what I'm looking for the same day I'm looking for it.

    • @Bonkahe
      @Bonkahe  4 месяца назад

      Glad I could help out!

  • @Andserk
    @Andserk 4 месяца назад +3

    Man I hope we get to see some applications, here's me wishing for something like snow or mud prints lol. keep up the great work!

    • @Bonkahe
      @Bonkahe  4 месяца назад +1

      I'm planning this for my terrain system, but it's still a little bit away xP (gotta get some other systems in place to make it viable)

    • @Andserk
      @Andserk 4 месяца назад +1

      @@Bonkahe very exciting, cant wait! thank you for the time and effort you put on these videos 💪

  • @diegoevil1572011
    @diegoevil1572011 4 месяца назад +5

    thanks for another video❤❤❤

  • @yvanvan3729
    @yvanvan3729 4 месяца назад +1

    Simple and efficient.
    Nice work.
    Have a wonderful day.

    • @Bonkahe
      @Bonkahe  4 месяца назад +1

      Thank you! you as well~
      I think I will spice it up next week though, these sorts of basics videos I do believe are important for beginners, and it is somewhat lacking in availability, but sometimes I have to stretch my legs xD

  • @amirosman8797
    @amirosman8797 4 месяца назад +5

    Another amazing video, can we move on to the real deal now, show us the big guns

    • @Bonkahe
      @Bonkahe  4 месяца назад +2

      Lol for sure for sure, I'm thinking about doing a video specifically on something to do with the terrain, out of curiosity what would you like to see?

    • @amirosman8797
      @amirosman8797 4 месяца назад +1

      Terrain is definitely an interesting topic, especially when approached from an optimization perspective. Creating stunning landscapes with trees, grass, and foliage while ensuring optimal performance would be incredible. However, what I truly hope to see is a project on par with your "FPS Horror Project." That tutorial is undoubtedly one of the best Godot tutorials available online, not just on RUclips. Perhaps you could consider an RPG or TPS project this time? I'm excited to see what you have in store for us!

    • @Bonkahe
      @Bonkahe  4 месяца назад +1

      Ahhh, yeah that would be cool to go down, I've been kinda steering away from any large project for the sake of being able to manage my life with the baby, but I can't say I haven't been tempted, I think if I do that again I'll be going with RPG just due to my love for the genre.
      Only real problem on it is much like the FPS horror series, if I commit to it I'm pretty much committing to not really growing the channel for the duration, which while I would love to say I'm perfectly altruistic and growing the channel is not important, that's not really true, and the larger series are almost entirely going to be for the long term subscribers, as they certainly do not perform as well as the other options in interaction, xP.
      That being said, I typically make concerted effort to go the opposite of what is the click-baity usual, if nothing else just for the principle of the thing, so maybe I'll make another big series just out of spite for the algorithm Lol

    • @amirosman8797
      @amirosman8797 4 месяца назад +1

      @@Bonkahe Completely understand the need to balance life, especially with a baby, family always comes first. An RPG project would be amazing, given your passion for the genre. It's clear that quality content and meaningful tutorials are a priority for you, which is why your channel stands out.
      While it’s true that larger series might not boost interaction as much, they definitely build a loyal and dedicated subscriber base. Your "FPS Horror Project" is a testament to that. Perhaps a balance could be struck with shorter, more interactive segments within a larger project? For example, you could break down the RPG development process into bite-sized tutorials focusing on specific aspects like character design, quest mechanics, or combat systems. This way, each segment offers immediate value and engagement while gradually building towards the complete project. This approach might help maintain viewer interaction and interest without overwhelming your schedule, and it keeps the content manageable and engaging for both new and long-term subscribers.
      Regardless, your commitment to avoiding clickbait and focusing on substance is much appreciated. Looking forward to whatever you decide to create next, your genuine approach is what keeps us all coming back.

  • @rezaalghifari3477
    @rezaalghifari3477 4 месяца назад +1

    hi, wanted to ask question, does vertex displacement on godot doesnt rely on vertex resolution? if the sphere in blender is what youre using as the mesh in godot, the result of the displacement looks really good, unlike blender which would almost certainly resulted in spikes with that resolution

    • @Bonkahe
      @Bonkahe  4 месяца назад

      Hello there! vertex shaders are currently limited to just what vertices exist on the mesh, there is something called a geometry shader which allows modification of the vertices (thus allowing tessellation) but it is currently not available in Godot, here's to hoping it comes down the pipeline in the future, I would love to play with it.
      Thanks for watching~

  • @relvean5626
    @relvean5626 4 месяца назад +7

    Why is displace so much better than that place?

    • @Bonkahe
      @Bonkahe  4 месяца назад +1

      lol
      I took an embarrassingly long time to understand that... I think I may be getting old >.

    • @MeshVoid
      @MeshVoid 4 месяца назад +1

      Displacement is cool, but it's insanely resource heavy as you subdivide geometry to infinity to get more details.

    • @Bonkahe
      @Bonkahe  4 месяца назад

      For sure, personally I find it useful mostly when I'm working with meshes which the texture positions are not guaranteed, like when I'm using vertex painting to blend textures, or tri-planar textures for meshes that I want to be able to re-use without concerning myself about each one being perfectly identical.
      I am looking forward to geometry shaders whenever they come down though.

  • @jasonwilliams8730
    @jasonwilliams8730 4 месяца назад

    👍

  • @GodotZone
    @GodotZone 4 месяца назад +1

    First