Basic Post Processing in Godot 4

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  • Опубликовано: 11 сен 2024

Комментарии • 25

  • @nullvoid3545
    @nullvoid3545 5 месяцев назад +5

    I just realized you could animate these to get stylized day/night cycles!
    That's so rad!

    • @Bonkahe
      @Bonkahe  5 месяцев назад +3

      Absolutely, I actually a while back made a script that would go through every parameter in a world enviroment and a target one, and create tweens to blend all the effects from one to the next, I should probably do a short like 1 minute explanation of that actually...
      Regardless glad you found it rad! xD Have a wonderful week~

  • @sanyi9667
    @sanyi9667 6 месяцев назад +11

    that LUT explanation deserves a short - maybe shorts can boosts up the channel. Great work

    • @Bonkahe
      @Bonkahe  6 месяцев назад +2

      Hmmm, I've never done a short before, I would have to look into it (I believe there is a time limit and that section is a little long)
      But thanks for the suggestion! I will look into it~

  • @amirosman8797
    @amirosman8797 6 месяцев назад +5

    Nice, this is amazing, I was wondering what will you do next after the absolute best Godot tutorial on RUclips "The FPS horror project" I hope you are planning for something even better

    • @Bonkahe
      @Bonkahe  6 месяцев назад +2

      Lol Thank you so much for the kind words, I do have bigger plans but I figured it would be prudent to take some time to do more beginner tutorials, and just exhale after that series, before hitting my next big one.
      Getting a lot of push for a 3rd person project so may be moving in that direction for the next one~

    • @amirosman8797
      @amirosman8797 6 месяцев назад +1

      @@Bonkahe This is perfect, you just made my day, Godot is definitely lacking proper TPS content on RUclips

  • @yvanvan3729
    @yvanvan3729 6 месяцев назад +4

    Great work as always.
    Lots of useful information.
    Have a wonderful day.

  • @bossanova3494
    @bossanova3494 4 месяца назад +1

    love how comprehensive this is, tyvm!

  • @GoDogGame
    @GoDogGame 6 месяцев назад +1

    Thank you so much for this

  • @corezyx
    @corezyx 6 месяцев назад +1

    no sabia que Godot tenia estas opciones en el entorno buen video!.

    • @Bonkahe
      @Bonkahe  6 месяцев назад +1

      Me alegra que haya podido ayudar, hay algunas opciones geniales allí, ¡buena suerte con tus proyectos!

  • @BloodPact
    @BloodPact 6 месяцев назад +2

    great video

  • @prismajane
    @prismajane 5 месяцев назад +1

    Thanks a lot. Ambient occlusion isn't the greatest I've seen but it's a great start. Btw how did you get the sphere to reflect the environment like that?

    • @Bonkahe
      @Bonkahe  5 месяцев назад

      Hey! just getting back into the house, basically if you reduce the roughness and have sdfgi enabled in the post processing you'll get that result, it can be easier to see with higher metalness, I think on the back end the reflections begin to be rendered at 60% roughness levels but you won't really notice it until you get lower.
      Hope this helps!

  • @cynerboy
    @cynerboy 6 месяцев назад +1

    Hello, I've been a follower of your videos for about a year now, and I deeply appreciate the invaluable content you consistently deliver. Lately, I've been contemplating a switch from the Godot engine to the Bevy engine. Could you please offer your insight on whether this transition would be advisable? Additionally, I'm curious if the Bevy engine holds a more promising future compared to the Godot engine. Your guidance on this matter would be greatly appreciated. Thank you for your continued support and expertise.

    • @Bonkahe
      @Bonkahe  6 месяцев назад +1

      Hello there! Good to hear from you after so long of following my work~
      So this is a pretty hard question to answer, and I've seen quite a lot of people try to do so before, and while I am certainly no expert, I can do my best to give you as solid an answer as possible.
      When choosing a game engine over another it should be with full knowledge of the properties of that engine for sure, however the single most important aspect of choosing a game engine in my opinion, is whether it allows you to be productive. Everything else should be secondary, Bevy from everything I've heard has an excellent ECS system, and as a result in the correct circumstances can have amazing performance, but ultimately the extreme majority of game projects that fail do not fail because they have bad performance, or they can't achieve the visual fidelity they want, it's almost always because the people working on them run out of steam/momentum/funds, or some combination of those three.
      So while this is not at all a condemnation of Bevy, or Godot for that matter, it is simply in my mind, entirely up to the combination of the developer and the engine, I have known people who made excellent work and fast progress with Unreal, I used to be a Unity exclusive dev and then I stagnated, and when I came to Godot it was like a breath of fresh air, I found myself enjoying developing again, so in short in regards to whether you should change or not I would say this, go try Bevy, heck try a couple other game engines too, Unity is still a solid engine despite it's management issues, Unreal is as well, give them a try and see if they click for you, and if they do, work with them for a bit and see if that feeling fades, there is absolutely no cost of entry to almost any game engine these days.
      As for the second question on whether Bevy holds a more promising future than Godot engine, now that one might be even further outside my realm of knowledge, but let's give it a shot;
      When observing the potential for progress in the future for game engines (or in my mind any product which involves community development, like mod's or what not), there's a couple metrics with which to go by, these are kind of interdependent, and I'm just pulling them out of my hat but they look like this:
      *Barriers to entry: ie, are there any up front costs, as well as is there a dense code base, or perhaps you have to build from source, in addition is there proper documentation/tutorials for doing so.
      *Population: How many people are using it, is it popular in social media, if you ask a question on the forum how long does it take to get an answer, and are there typically people in the discord chatting (does it even have a discord at all)
      *Proof of viability: How many projects are you seeing be developed, and more importantly are you seeing completed projects.
      Now in the case of Godot it certainly is doing well on the barriers to entry and the population, I would say it's weakest point is proof of viability, yes cruelty squad was made in it, but that's certainly no Fortnite.
      Then you can compare that to Bevy, and in these metrics I would say Bevy is lagging behind, that isn't to say it is not doing well, it has solid tutorials, but I would say the fact that if you search on youtube for "bevy game engine tutorial" and select the first playlist, the first video in it ( which is done excellently I might add, better than mine xD ) is 20 minutes long and by the end of it the only thing to show for it is a black screen with debug outputs, is pretty indicative of it's target audience.
      Now, that all being said, the demographic Bevy is targeting, loves it, my brother loves it, and I would hazard a guess without extreme upheaval (something crazy like a lawsuit or something), it will likely continue on for the foreseeable future with slow but steady progress, but by virtue of it's slightly more niche, it will probably have a slightly slower go of it than Godot, which is definently targeting a broader game developer audience.
      Well there's a huge wall of text for you, here's the TLDR:
      Game engines are what you make them to be, if you find Unreal to be easy for you, your gonna work better with it than the others, and so on, the features, while good to know to be informed, are secondary to the ease with which you can use the engine.
      As for the prospects of Bevy vs Godot, I don't see either one having a bad future, but by sheer user numbers, and broader appeal of usage, Godot will likely move slightly faster.
      I hope this was at least a little help xP

    • @cynerboy
      @cynerboy 6 месяцев назад +1

      @@Bonkahe Thank you immensely for taking the time to respond to my comment; your gesture is deeply appreciated. Your insights have effectively dispelled my doubts and worries 😍🙏❤😊

  • @meezi2987
    @meezi2987 6 месяцев назад +1

    Very interesting

  • @relvean5626
    @relvean5626 6 месяцев назад +5

    Personally I prefer post over thrombosed processing.

    • @Bonkahe
      @Bonkahe  6 месяцев назад

      Well... That was google trip worth having!
      Honestly I just immediately saw the word thumbro and was reminded of rim world, but yeah... that was not that lol.

  • @wallaguiar3144
    @wallaguiar3144 6 месяцев назад +1

    👍

  • @testicIe
    @testicIe 3 месяца назад +1

    where did you get the lens dirt texture?

    • @testicIe
      @testicIe 3 месяца назад +1

      nvm its in the description, very helpful video bro thank you 👍

  • @jasonwilliams8730
    @jasonwilliams8730 6 месяцев назад +1

    👍