Beautiful VFX tutorial! There are so many possibilities just from the points you covered, thank you!
@joebarhouch27422 күн бұрын
Amazing video! thanks for the explanation. I tried it out, then i was able to comment out the tangent arrays, and nothing happens. So what's the point of having it and where is it used?
@snakehound76783 күн бұрын
Thank you for this nice video. It helps a lot :)
@StuCheeks7 күн бұрын
Super informative tutorial! Straight forward and to the point. Thank you.
@devpoodle7 күн бұрын
I’m happy you found it helpful!
@MangaGamified9 күн бұрын
Video: How to make Pixel Art effect KZbin when vid was 10 years old: I got you fam! **turns vid to 144p**
@MrOttyseus9 күн бұрын
I was searching for something like this. You earned yourself a sub dude, keep doing such amazing work!
@devpoodle9 күн бұрын
Thanks!
@-fat10 күн бұрын
Beautiful explanation!
@willywalnuts10 күн бұрын
I appreciate every single video you post devpoodle. Merry Christmas
@devpoodle10 күн бұрын
Thanks, I really appreciate it! 😊
@devpoodle10 күн бұрын
Merry Christmas and Happy Holidays! I hope you'll all have a wonderful time. If you have any feedback or suggestions, I love hearing them. See you next year! 🎄🎄🎄
@willywalnuts11 күн бұрын
This is the stuff I love to see! Subbed. Keep making information like this more accessible!
@skidwarpturbine11 күн бұрын
Fantastic tutorial, thank you so much!
@AlexeyNapechkin12 күн бұрын
Прикольненько
@asdf629713 күн бұрын
awesome! thanks
@Frank_G_Finster13 күн бұрын
Wow, this was very informative, nicely explained and fun to watch. Thank you very much for the upload. I left a like and a scubscription.
@devpoodle13 күн бұрын
I’m glad you found it helpful! ❤️
@-nothing624514 күн бұрын
man i did everything in the vid but it doesnt works. keep it up tho perfect vid
@thanatos45415 күн бұрын
Great video! Anyone generating their own meshes like this should read up on vertex winding order and back-face culling. Though specifying the normals may render it unnecessary. The Godot docs make a point of mentioning a clockwise winding order so it will probably still come up at some point. It is a universal aspect of meshes so it is always good to know about. There is also an issue with your array mesh generation where you are appending duplicate points. You only need to append 4 new points for the first square. After that it only requires 2 new points for the first row/column and 1 new point to fill out the rest. Alternatively I imagine you could generate 4 new points but only for every other square in a checkerboard pattern. There are a number of ways to skin this cat but the idea is to not duplicate vertices. There would also still be duplicates along the edges of your cube but there is always a point where you have to call it good enough. There are different variants of spherical mesh geometries that people should look up as well - each with their own quirks. You are making a Quad Sphere here. There are also Icospheres and UV Spheres.
@devpoodle13 күн бұрын
Thanks for the insight! I was aware that the plane had some duplicated vertices, but for the sake of making the code clearer, I chose to keep them anyway. I’ll try to make those sorts of choices clearer in future videos. 👍
@giantneuralnetwork15 күн бұрын
Awesome!
@fiffy657216 күн бұрын
Great tutorial man!
@devpoodle16 күн бұрын
Thanks so much!
@PedroPoggianelli16 күн бұрын
voce pode fazer um de comic? estou tentando criar uma para comic mas não estou sendo efetivo
@leon0ky17 күн бұрын
thanks you made it simple.
@JakobKobberholm17 күн бұрын
Awesome video. Keep up the good work! One tip: You don't need to close the scene and re-open it. Simply press Ctrl+Shift+R or go to the Scene menu and select "Reload Saved Scene" :)
@JakobKobberholm18 күн бұрын
This was a great video! Although I conceptually eventually understood what was going on, it did make my brain hurt when trying to picture, in my mind, how the normal and tangent were facing or how they got calculated. Vectors are just not that intuitive and I think it would be a lot more digestive, if presented with something as simple as an animated arrow, turning around an axis. Several of the vector calculations and why normalizing all the vertices of a cube, makes a sphere, could benefit from a few more words (or an illustration).
@devpoodle18 күн бұрын
Thanks so much for the feedback! I definitely am looking into more ways I can visualize the concepts in my videos, so hopefully I can make some of the math stuff easier to understand in the future.
@ekkemoor766320 күн бұрын
Good to know! Thanks.
@SamiO-si4mc20 күн бұрын
Turning Cast Shadow off helps getting rid of those horror moiree(?) effects. Also disabling repeat from textures ( color_gradient : repeat_disable; ). Next episode could be altering vertexes of the target mesh! Super tutorial! Thanks!
@devpoodle20 күн бұрын
Thanks for the advice, both of these make it look quite a bit better! ❤️
@agapeloa20 күн бұрын
It helps thanks !
@plabankumarmondal20 күн бұрын
This is so good. Thank you for such an informative video. 🫡
@devpoodle20 күн бұрын
You’re welcome, glad you found it informative 😃
@simsthedesigner21 күн бұрын
I've never clicked a thumbnail so fast 😂
@devpoodle21 күн бұрын
Haha, thanks for watching 😊
@devpoodle21 күн бұрын
Hi! Thanks for watching. If you have any feedback or suggestions, feel free to share them. I hope you find this helpful! ❤
@sigitsatriap650521 күн бұрын
Wow great video !
@devpoodle21 күн бұрын
Thanks!
@offlinebot545324 күн бұрын
hi, im completely new to godot and just found your channel and followed everything.. i tried a little bit more around and i think i found a shader i like. is it possible to get some noise flickering around? like passing a variable from gdscript to the shader that changes it all the time just a little bit?
@devpoodle13 күн бұрын
Yeah, to get a random variable in the shader, you have two main options. First, you could pass in a random number as a shader uniform. Second, you could use the built in TIME variable and then generate a random number in the shader based off of that. This website has some good explanations on generating randomness in a shader: thebookofshaders.com/10/.
@EwanTensai24 күн бұрын
this thing... i really need this in the future.. thanks
@VitSoonYoung29 күн бұрын
thank so much for sharing 🙌
@dreadwinterАй бұрын
This is great! I've been making a CRT shader in Blender and this should be a fantastic addition to it.
@mysticplayz5649Ай бұрын
Great video, but there are some concepts which i didn't understand and the only audio input for my brain 🧠 is not enough to understand and catch up with the code. It would be best if you added a some visual to tell what it does with some simple examples. 😅. Excellent 👍 video though.
@jestersuitsАй бұрын
very cool explanation! thanks for breaking it down so clearly! one curious question, how would you consider this shader performance when it comes to rendering the scene?
@devpoodleАй бұрын
On most modern computers this shouldn't have almost any effect on performance at all. The shader could be optimized a little bit, but other than that the effect should be fairly quick.
@Entidad-zh8ptАй бұрын
muchas gracias desde latam :DDDD thank you soo much
@plantchargedgamesАй бұрын
Really nice shader and explanation! Thanks! :)
@devpoodleАй бұрын
I'm glad you liked it :D
@devpoodleАй бұрын
Have a happy Thanksgiving and thanks for watching! If you have any feedback or suggestions, I'd be happy to hear them 👍
@dappapandaАй бұрын
11:51 noted
@BoildroidАй бұрын
How to cut mesh?
@Kry0000Ай бұрын
Very informative, thanks for sharing.
@Luoxuanbaogan-21Ай бұрын
Hi, you did a great job! Is there a way to target just one object? I’ve been looking for a long time but haven’t found such a method. If there is, and if possible, please make a tutorial video about it. Thank you!!!
@devpoodleАй бұрын
Yes, there is a way to do object-specific outlines. I found this pretty good video on one method for doing that: kzbin.info/www/bejne/eXiThYB-balrobs. Unfortunately, the method I used in my video can't be applied only to certain objects because of certain features Godot is currently missing.
@Legend_studiO-for-moviesАй бұрын
Thank you, we appreciate your great effort.
@devpoodleАй бұрын
It's my pleasure!
@FrombullАй бұрын
Great video :o
@devpoodleАй бұрын
Thanks so much!
@עומראשכנזי-ז5זАй бұрын
great video, can i ask about UV? does it just work?
@devpoodleАй бұрын
@@עומראשכנזי-ז5ז To get UV’s, you have to create a UV array and add it to the surface array, in basically the same way you add normals. They’re a little more difficult to generate, especially for the cube and the sphere, which is why I didn’t include it in the video
@dbatdevАй бұрын
spectacular! thanks.
@toastercosmique4390Ай бұрын
excellent work.
@devpoodleАй бұрын
Thanks! ❤️
@surihix_hiveАй бұрын
is there any way by which I can turn off the curvature on the sides? I only want the scanline effect.
@devpoodleАй бұрын
Sure! Just set the warped UV to be equal to the centered UV 👍