Why you don't try and add this to Karlson (or you can't do that)
@supriyakhanra90684 жыл бұрын
@@yousifragab479 why u bully him ?
@yousifragab4794 жыл бұрын
@@supriyakhanra9068 Not bullying, he made a game called Karlson because someone challenged him and said that he can't make a 3d game and since then many people comment on his videos like this lol. I'm just joking, I do love his videos.
@rklehm4 жыл бұрын
You should try it... (You know to finish it, don't you?)
@MicMan27104 жыл бұрын
@@yousifragab479 It would look pretty good in Karlson. Once he developed that he can also just throw it into Milkman Karlson as well.
@reezuleanu16764 жыл бұрын
Local hero teaches game designer wannabes how to pull off rad effects. Thank you sir.
@Ray-lh3oc4 жыл бұрын
lol
@erz30304 жыл бұрын
Wow, this was way more impressive than I expected. You could flesh this out a bit and sell this as an asset I bet. Keep up the excellent content, cheers :)
@dawdledev4 жыл бұрын
Awesome tutorial! I really appreciate that you both explain the shader and include a full view of the shader graph so it can easily be recreated! The struggle to recreate a shader using nothing but gifs of the finished product and maybe some code that doesn't work anymore is the worst part of game dev.
@markscott69273 жыл бұрын
Back in the day when I worked for a larger game publisher, central tech did a presentation on several shader options for the XBox and PS3. What they called a ' depth shader' is what we have here. This was ~2004. After playing with all our nice new shaders we were immediately informed that they were too expensive to use. And such is the life of a game artist
@standardLit4 ай бұрын
Senior game artist: "I am limited by the technology of my time, but one day you will figure this out"
@IAmSoMuchBetterThanYou4 ай бұрын
@@standardLitExactly. Cheers
@Hamentsios104 жыл бұрын
Things like that are what makes game developing so much interesting and fun to mess with these innovations are so interesting to come up with even in smaller scales. it does make it more difficult than challenging to accomplish but it adds more magic to it and makes everything so interesting.
@ZackLondres4 жыл бұрын
i made a new playlist just because of this video called "stuff i should put in a game" Just seeing a practicle demonstration of this helps understand ideas that are within ones grasp. Thank you for reminding me of that.
@Crystan4 жыл бұрын
I was today years old when I realised Spiderman didn't have rooms rendered behind those windows. This is an amazing technique, and one which I would love to make use of in future projects!
@stylie473joker52 жыл бұрын
I remember seeing someone on reddit posting about how Forza horizon 4 Devs had attention to detail when they modeled the interior of building windows he'd be disappointed if he knew the truth XD
@MertKirimgeriGameDev4 жыл бұрын
That's a nice one! For a few months ago, when I was creating my version of this tutorial, I followed similar steps to your thought process. Happy to see it kinda converges with others like a common sense :)
@rickloyd82083 жыл бұрын
It took me a year to find a time and watch this video saved in my downloads. I do not regret that since I am learning shaders in details and I can better understand how powerful this trick is. Thank you for another great video!
@ml51114 жыл бұрын
This is a brilliantly presented video on a really interested topic, deserves so many more views!
@avatar0984 жыл бұрын
I'm a software developer by trade, but video game developers have always inspired me. Y'all are literally the intersection between art, story telling, and computer science. So I've been dabbling a bit in video game development, and man, what you guys do is NOT easy. Much respect for content creators like yourself!
@alexpaww4 жыл бұрын
Sadly, professional video game developers are chronically underpaid and overworked. Not a great industry to work in.
@KentHambrock4 жыл бұрын
There's free drop in resources on the Unity Asset Store for this, but I love that you built it from scratch and showed the process for those of us who want total control over the process.
@coderious45683 жыл бұрын
That is true dedication, great job!
@timothysnave3 жыл бұрын
That's really cool. Just a note - the pacing in these sandbox videos is, IMO, way better than your other videos (from what I've seen so far). Sometimes I can't keep up visually in your other videos. This weird concept exploration format is gold, though.
@crapgames67954 жыл бұрын
Holy crap, this is amazing! God bless the algorithm for recommending this.
@TNTCProject4 жыл бұрын
Incredible analysis and final result! Love it. Goooooood job!
@graffiti91452 жыл бұрын
It adds life and a soul to the game's ambience
@thedeveloper27714 жыл бұрын
Thank you for sharing it with the community! Great job!
@ThousandAnt4 жыл бұрын
This is sooooo cooooooool! Great work Matt! I always loved this technique and you've done a great breakdown here.
@GameDevEFacil2 жыл бұрын
This shader looks really amazing, good job
@flyingjudgement3 жыл бұрын
Waoo you actualy cover complicated topics and you do them realy well Thank you. Your works are realy amazzing, cant wait to watch what pics you interest.
@piotrw17454 жыл бұрын
Awsome video! I love this type of video, which shows the whole creative process, showing problems encountered and searching for information.
@CodingWithUnity4 жыл бұрын
Great info as always! I really enjoyed the watch!
@Sevendogtags4 жыл бұрын
Nice! It really adds a lot to a simple environment.
@GameOnBudget2 жыл бұрын
Want this city you made 😍
@dimitribobkov-rolandez57294 жыл бұрын
I'm just gonna borrow this for a second... nice video man!
@brandonz4044 жыл бұрын
You spent a ton of time on this obviously and this is really interesting. Great work!(:
@neenaw4 жыл бұрын
Your videos are so next level 🤯
@harveyduenas87454 жыл бұрын
Woohoo! Nice job. Now I'm off to create my own interior mapping shader, and hopefully learn from your tribulations. Keep up the awesome content!
@gone87924 жыл бұрын
Bro, the fact that I was just looking for a video like this 3 days ago is crazy lmao
@RiversJ3 жыл бұрын
Thank you for this video, i won't be using this for windows but i will be using the basic techniques for something else that will be far better than my initial implementation!
@connoraustin224 жыл бұрын
Great tutorial as always, you have some of the highest quality game dev content on youtube. Another suggestion that I would think would be helpful, and go along with your strategy/city builder game theme that comes up in some of your videos, would be a tutorial on how to create a 3D based grid map system, Where buildings/units/roads are snapped to a grid when placed. This would be a great niche to hit, as the current tutorials for this on youtube are either poorly made or use an inefficient method to create this. Cheers
@AstroSamDev4 жыл бұрын
nice work! good job!
@DagothDaddy4 жыл бұрын
Forget "No loading between buildings." Or "you can climb those mountains." Give me "See that window? You can look through it."
@tehuster4 жыл бұрын
Great video dude, very informative bit also fun to watch!
@mohhammadmohsin74 жыл бұрын
Man u make some real tutorials...... Love it 😍
@ThomasJeff4s0n4 жыл бұрын
I was JUST thinking about how to do this same thing! Great video! Thanks!
@Dogedevnet4 жыл бұрын
Awesome, my brain is screaming out of confusion but in a good way, great job :D.
@jacobmartincontreras4 жыл бұрын
This is the type of thing that makes this game next gen
@xqrdot4 жыл бұрын
That is incredible! Thank you for that video, it was really interesting to watch
@jojoyoustudio4 жыл бұрын
You have so professional game devs and ideas ♥
@AmanKumar-tu2og4 жыл бұрын
This is really interesting and intriguing!! Thanks for the amazing explanation.
@safrio8024 жыл бұрын
Wuaoooo sin palabras.... Excelente tutorial me sentí emocionado por el shader y el resultado logrado..
@shivin124 жыл бұрын
Really like your channel ,please post more often
@Th3Shnizz4 жыл бұрын
This is incredibly cool. Thank you for sharing!
@waymanharris12844 жыл бұрын
Wow, good job! This is nice, thanks for sharing.
@magneticanimalism74194 жыл бұрын
This was really interesting to watch, I'm highly unlikely to ever use it but it was awesome. Thank you.
@marcocacone4 жыл бұрын
You are amazing! Thank you for sharing your knowledge
@RoseIllo4 жыл бұрын
Fun fact! One of the examples you gave for blackout windows, Cities Skylines, does actually use a technique similar to this, with the exception that it only shows the floor inside the window, that fades into the distance. So you have interiors, but the interiors are all empty wooden floors and nothing else.
@AaditDoshi4 жыл бұрын
Great video! I appreciate your efforts! I just wish you went into a little bit more detail about why something went wrong, and how changing it fixed it, an example is around the 4:15 mark
@tajaloe4 жыл бұрын
My brain: render out a room in one image with a depth map. Use those textures on a model and use inverse camera mapping to displace using a parallax node. idk if that works lmao I haven't tried it, but someone should. Probably not as performance Friendly though, but hey, you get per object depth information at the sub pixel level, so that's cool I guess
@KusalGunasekera4 жыл бұрын
That's exactly what I was thinking, we could improve the illusion of depth specially for the things that stick out. But then again, if you're using it for something that will whizz by at 250kmph then there's no point XD. Maybe for something like spider man, they can replace the faked room with a full 3d room once he gets close enough to the window
@stan_p4 жыл бұрын
you can get a real struggle doing this, cauz you adding things you shouldn't. Depth map cant be baked on the UV of cubemap, so this is first problem to solve if you about to mix those pipelines.
@lukabrasi0013 жыл бұрын
@@KusalGunasekera honestly, in Forza Horizon 5, the normal cubemap approach works really well, things look 3D enough with a little trickery
@GameWorkflow4 жыл бұрын
Really cool stuff. It would be cool to do some kind of comparison test with this way and the more traditional method. I'm curious to see the performance of this technique vs the simpler one.
@siavashaliyari34584 жыл бұрын
Awesome work man
@anand.suralkar3 жыл бұрын
Man u r opening my eyes to AAA level game graphics
@andrewpiltenko94324 жыл бұрын
People install Windows to play games, this guy installs games to play with windows.
@coffee.table65874 жыл бұрын
🤨
@lucianorubio91294 жыл бұрын
there's a little bit of analogy in your randomness
@AndrewDaniele874 жыл бұрын
@@lucianorubio9129 Windows is like a window to windows
@nolanjoseph15534 жыл бұрын
I actually first noticed this when playing on Naboo in Battlefront 2. Interesting stuff!
@MicahTheManiac4 жыл бұрын
This is very cool. I wish that more games would use this technique, it seems like something like this isn't that resource intensive given that Spider-Man for the PS4 uses it.
@Stxhen2 жыл бұрын
beautiful, good job
@monawoka974 жыл бұрын
I would LOVE to see a video on projection decal shaders. I know that HDRP has these built in, but I would love to have it decomposed in shader graph so I could do some more custom processing on the texture that gets projected.
@damiangonzalez_esp4 жыл бұрын
Excelent video! Thank you for sharing this knowledge
@javimania1114 жыл бұрын
In 2005 this technique was used in a game called Trackmania Sunrise, in buildings in the bay enviroment. The effect didn't look as good as in current games, but it's still quite surprising considering the time.
@YognaughtAce4 жыл бұрын
wow, that is incredible
@juanquireyes67034 жыл бұрын
must be nice to be a genius like you
@Bobby_Go4 жыл бұрын
Do you still need to flatten the objects along the walls after you negated the tiling values at 6:56? Wouldn't that also fix the skewing of any objects in the room, like at 6:08? Or will that always be the nature of this type of projection?
@Jewalify4 жыл бұрын
This is so cool. It only works in 2D. In VR this wouldn't work, you would be able to tell that it's a flat surface but it would still kind of look like it had depth
@freeju20014 жыл бұрын
This is amazing !
@ChupachuGames4 жыл бұрын
Fantastic video, thanks so much!
@mohammadsadeghlavaie55604 жыл бұрын
you know how much we love you?
@MarcelGrolms4 жыл бұрын
Amazing! Would also be interessted in how the script works to get the cubemaps for the rooms. I already learned so much from your videos, thank you!
@GameDevGuide4 жыл бұрын
It's literally the editor script shown in the video. That's all there is to it. It uses the default Camera.RenderCubemap feature as I mentioned.
@AlexTuduran3 жыл бұрын
Nicely done.
@julienheijmans4 жыл бұрын
Really nice video ! I was thinking that something that could be cool and give it a sense of increased fidelity would be to display some curtains that are displayed with a smaller parralaxe offset in front, on the sides of the windows. That would give the illusion that the player can see what is behind the curtains. (Said curtains should then be in a different texture, not integrated in the cubemap, of course)
@swagguy474 жыл бұрын
The Crew 2 does this effect really nicely.
@cudiedgar4 жыл бұрын
wow what a quality video, thank you
@judgaming30414 жыл бұрын
Wow, this is really interesting.
@Nico-jc7zr4 жыл бұрын
this is really cool
@GrandHighGamer4 жыл бұрын
Nice. The front glass should be part of the shader though, no need for all that overdraw.
@simulacrasimulation90704 жыл бұрын
Beautiful
@David-gu8hv2 жыл бұрын
Pretty impressive
@michelveraliot4 жыл бұрын
Wooow this is awsome thank you mate
@SirFency4 жыл бұрын
Well done sir.
@senaesul31284 жыл бұрын
Because light from the sun is much brighter than any light coming from the rooms, it would be cool to see the textures darken in certain conditions that involve competing light sources. Side note: I really feel like total reflection on windows (when viewed from a steep angle) is super unused. There were many cases in the video where I thought, "In real life, that would probably be impossible to see into because of the reflection".
@AL2009man4 жыл бұрын
Geez, imagine a combo of procedure generated rooms and this shader. It would be amazing!
@piromansadran4 жыл бұрын
bruh thats amazing
@adamking8164 жыл бұрын
nice work !
@njebs.4 жыл бұрын
Really cool video! As a followup, could you potentially create a system that automatically randomises each room for every iteration of the cubemap, just to add that extra bit of variation?
@GameDevGuide4 жыл бұрын
Yeah, there's a lot more you could do with it. In theory, you could expose the Cubemap properties in the Shader and set them on an instanced material using a script for something like that.
@Bolt62654 жыл бұрын
You could also use a texture array for the cubemaps and sample from it using some simple rng to make it less tiled. Idk, food for thought.
@jakeecake4 жыл бұрын
This is really cool, was wondering if you could plug in an animated image and have a person in some of the rooms? maybe someone on their computer making minute movements so they don't break that depth illusion
@chuukoart38694 жыл бұрын
I'm pretty sure you can just use a reflection probe to bake a cubemap from a scene as long as the objects are static. That's what I did for a game I worked on and it saves as exr which I could just open up in ptohoshop and edit
@Doomness2k4 жыл бұрын
Wouldn't using a orthographic camera instead of a perspective camera to capture the cubemaps work better and fix the whole "having to squish things down"?
@DARK_AMBIGUOUS2 жыл бұрын
1:29 how did the room change???
@Daedalus294 жыл бұрын
Gotta try this with spaceship windows, I hope it will bring a better sense of scale compared to the drawed windows on huge ships
@sanderoneil69984 жыл бұрын
this tripped me out bro
@lukezhou63494 жыл бұрын
I guess how the interior mapping shader works is by intersecting camera rays with imaginary cubes behind the plane. Moreover, I think that by pulling the camera out of the window and un-squishing all the geometry may produce better results (which means that you can't simply use a cubemap anymore).
@zig89254 жыл бұрын
I remember this technique beeing shown in an episode of boundary break
@uzairansari92222 жыл бұрын
I saw this technique for the first time used for storefronts in saints row the third
@MostafaA1s4 жыл бұрын
that was very cool
@NotASpyReally4 жыл бұрын
So Cool.
@Geekronista3 жыл бұрын
Hi Matt! This video is just awesome, the only thing I can't seem to understand how it works is the cube you made in blender with the rearranged UVs. How did you do it? Thank you so much for all the work you do!
@YVZSTUDIOS4 жыл бұрын
That looks awesome! Do you perhaps have any tips on how to do the opposite? An interior scene with windows as walls that have nice reflections? I've tried out reflections probes with cube projections, but the illusion breaks if I'm change my position. They look like flat textures instead of real relfections.. I'm literally at the edge of just copying my geometry (like how they used to fake mirrors in the old days) Any help on theat would be awesome (from anyone actually) 😭🔥
@pranshu053 жыл бұрын
Awesome video I will add it to my game (because Dani wouldn't)