Just wanted to say that your channel is probably the best one when it comes to more advanced Godot concepts. I'm gladly supporting on Patreon you and I hope even more people do! ♥
@Axl21067 күн бұрын
Can you make a tutorial for this cape ?
@godotShaderBoy12 күн бұрын
cool stuff!
@pyrotechnick42014 күн бұрын
this is so poorly optimized, how are you going to have an entire field when a single square of grass takes 19 ms to compute a frame?
@martyballamore276014 күн бұрын
Just how Noita's player scarf and Rainworld slugcat's tails probably work, cool
@neutralbbname915219 күн бұрын
What about bg3-select-object-outline effect? Or from divinity original sin 1
@adamcampbell980622 күн бұрын
This is one of the coolest effects I've seen someone doing in Godot. I'm new to non-visual shader programming. Is it possible to have each piece rotate continuously individually?
@pixezy896222 күн бұрын
I guess so, they could rotate with respect to the TIME variable, and to make them rotate differently, use the random function
@adamcampbell980621 күн бұрын
@@pixezy8962 Yeah, I've been experimenting with that but I'm not sure how to get the 'rotation' property of each of the pieces
@rmsidewalks23 күн бұрын
Wow I was literally looking for this yesterday! Thank you! Do you think after the version 4.3 in Godot is possible to do Stencil Buffer illusions? I haven't found any content about it...
@pixezy896223 күн бұрын
I also have been waiting for this for a long time. Who knows, maybe it will be implemented in 4.5. Compositor Effects and copying from Skin Mesh Data take me off guard. I was looking for ways to implement it myself in C++, thinking it might take years to be included in Godot, and bang it's done
@thygrrr24 күн бұрын
This could be improving by scaling copy interval by the referenceVelocity divided by actualVelocity, making the ghosts generally equidistant. (need to catch the case where velocity is 0, probably a TTL value that consumes the ghosts one by one is needed, too - small changes, big impact)
@melpeslier24 күн бұрын
Damn ! That's awesome ! Can't wait for it to work with gpu particles !
@kyushu.m24 күн бұрын
Thanks for the tutorial, i really love it, ghost trails is really cool !
@melpeslier24 күн бұрын
WOW amazing ! Is it just visual ? I mean does it cut off collisions too ?
@pixezy896224 күн бұрын
@@melpeslier Just visual effect
@melpeslier24 күн бұрын
@pixezy8962 That's super cool, I wonder how you made this, to pass the sdf datas to the shader, do you transform it to a texture ? or are you using compute shaders ?
@dibaterman24 күн бұрын
Yeah I was doing this by instancing the mesh and applying the dissolve shader with an overtime effect script and then freeing it. It was cumbersome because needed to get the animation player and its time to set the model in the correct position on enable.
@zellator25 күн бұрын
Awessssomeeeee
@character640p25 күн бұрын
Nice work, Pixezy! If possible, can you change the project setting to compatibility mode? I can't open the "forward+" projects on my device.
@Lowwaels26 күн бұрын
dam man godot can have unreal chaos system hahahahhaha
@Lowwaels26 күн бұрын
hello
@iamdanniel2726 күн бұрын
Where did you make this shader available?
@chaosmachines93427 күн бұрын
this is one hell of a good plugin
@En0834Ай бұрын
Sure, now lets see the FPS 😑 EDIT: Nevermind saw them in the video, DAMN THATS BAD. It isn't like you are covering a large field or have crazy animation, thats just terrible...
@kaitinoАй бұрын
Thanks a lot
@burnheart2965Ай бұрын
Shaderpedia looks nice, thanks for you hard work!
@Lucas-gg9ybАй бұрын
Cool, but can you generate a collision for this?
@pixezy8962Ай бұрын
It is a trick, because the geometry is deformed with respect to the camera. At zero point (the player's position), there is no deformation. Then you can use a standard collision and it will work.
@robinj6997Ай бұрын
I often see the method where neighboring pixels of a height map are sampled and compared. What's the advantage of the method you present compared to other ways? I did a tiny test, seems to be a bit faster to only sample ones as you do.
@pixezy8962Ай бұрын
This method does not use samples, since it uses dfdx dfdy which are the derivatives automatically generated by the GPU. It is way more efficient, although it is somewhat less accurate than using samples, but in my opinion the quality is very good and there is not much difference to using sampling.
@robinj6997Ай бұрын
I will keep this function in my library, I mean that you only need to sample the height map once. I have also had a long time issue trying to get the orientation of normals right. Multiplying my mathematical functions with VIEW_MATRIX solved that.
@entergamingvn7186Ай бұрын
thanks for it, this save me lot of time in my project
@theman7050Ай бұрын
couldnt understand a word of the intro because of the loud music.
@LowwaelsАй бұрын
thanks for it playlist is saved me lot of time
@redshepard5306Ай бұрын
you can have the ray record what it collides with into an array, and have it loop ignoring the objects in the array, until it doesn't collide anymore, than return the array. that will get all the collisions if you need it.
@naghi32Ай бұрын
How ? We want this, we need this, we love this !
@mudinlangeАй бұрын
Thank you for this channel, I learned a lot from your videos! I was able to replicate these fills and masks from the tutorial, I'm trying to create a dynamic plane cut for when the player enters a house/building it auto hides the upper floors/roofs my problem is that all of my assets have overlapping meshes so it always shows pieces of the overlapping walls inside the mask... Do you know if there is a way to make the mask only follow the contour of the cutted elements?
@pixezy8962Ай бұрын
I have tried to solve this problem several times, but I have not found a solution. It seems trivial, but it is hard to solve. Maybe a workaround would be to generate an SDF (assuming the SDF is generated correctly with overlapping faces) and hide any geometry inside it Maybe even the SDF would not be generated correctly. This is why I use meshes that are perfectly sealed and have no overlapping faces at all.
@mudinlangeАй бұрын
Thank you for the tutorial! I was trying to adapt it to my isometric game, making it cut the upper floors/roofs so I can see inside a house when the player enters it, but as the shader "discard" the upper portion it removes the shadows as well and I wanted to keep it. If i change the GeometryInstance3D.transparency it keeps the shadows, so i tried changing the shader prop "discard" to "ALPHA = 1", it made the cutted part fully transparent, but removed the shadows... do you know if there is a way to keep the shadows from the cutted part?
@pixezy8962Ай бұрын
I answered something similar before, here in the comments. Maybe the question and answer are useful to you.
@Er_LaneagohАй бұрын
Hey this is the most clearly random&noise tutorial for Godot user I ever watched! Thankyou!
@AnatolBogun2 ай бұрын
Thank you so much. I learned a lot from this. Not everything makes 100% sense yet, but I was able to reproduce the table effect. Now I'll attempt to tweak this for my specific needs.
@melpeslier2 ай бұрын
Looks cool ! Do you know how to make reflection for a 2D top down that reflect everything that over the water ?
@pixezy89622 ай бұрын
I've seen a tutorial about that by Single-Minded Ryan: Water Shader in Godot 4. He just reflects the screen texture in the y axis and applies noise.
@melpeslier2 ай бұрын
@pixezy8962 Thanks, but I was looking for a water you can go on and it still reflects you, I've already made this kind of reflection. I know reflections are hard
@ahmadtakhimi68392 ай бұрын
Hi. The link does not work anymore.
@pixezy89622 ай бұрын
Yeah I argued with someone about politics and he reported my links 🤣. Going to fix it
@legostopmotion27842 ай бұрын
So cool!
@Polygarden2 ай бұрын
Very cool usage!
@truenincillo8052 ай бұрын
Please, tutorial video, scale sprites in (codes)scripts in AnimatedSprite2D,🙏🙏🙏please
@truenincillo8052 ай бұрын
scalable please, I have player sprites (64x64) and most (16x16) but I don't know how to scale it by code.🙏🙏🙏
@leo_mars2 ай бұрын
Another thing to explore is udemy. The advantage is that they want you to sell, so they will give you exposure on their internal searches. The cut is high like 50%, but it is probably worth it for the exposure.
@leo_mars2 ай бұрын
You are very good. If I'll ever need a shader I'll be sure to come back to look for your patreon.
@Aeduo2 ай бұрын
Neat effect, although that character sprite is looking kinda sus.
@fading-sun-studios2 ай бұрын
That looks so damn cool dude.
@lucasbird63672 ай бұрын
Awesome shaders! Please please make a tutorial about that? 🙏Would be very helpfull. Thank you!
@randomjimbitz5123 ай бұрын
Did you share this shader somewhere? it would fit perfect in a game Im making :D
@pixezy89623 ай бұрын
Only on Patreon
@zarblitz3 ай бұрын
Thank you so much for this. The official documentation is currently lacking the usual detail for compositor effects so this is super helpful and helped me fill in some of the gaps in my knowledge.
@TheBypasser3 ай бұрын
Back to the shader model 2 era? There were many ways of making true caustics, say myself I used photon mapping + a separable bilateral filter, and there were projects utilizing a deforming additive mesh as a scene to render into a lightmap. Both ways allow to achieve a correct lighting even from fluid simulations with a collider response, which really makes them stand out. Today you can even use the RTX features, although even the named methods create a nice effect for a very affordable performance cost.