I love how you choose the stuff most people would be intimidated by and take ten days to figure it out. amazing.
@SoftBreadSoft7 сағат бұрын
Interactive shaders and shaders in general can be pretty scary
@therondoshowКүн бұрын
This is the coolest Godot channel on KZbin. You're doing such interesting stuff! And I love watching your process. Thanks for making such great content :)
@RachelfTechКүн бұрын
Thanks so much, I really appreciate it!
@Saitir9422 күн бұрын
Yeah, I spent far too much time trying to flatten the entire snow field. So very, very satisfying. I suppose the hook for me here is just watching the problems solving though. The "oh hey, I think I know what I'm doing... no, I'll just hack it around a little, no idea why that worked... hrm, oh hey I was right all along... I think." is so very relatable! Even after being a developer for 30 years, it's satisfying to see some things just don't change! It's why I love the channel. You'll see a lot of creatives (especially authors, but it applies in a lot of places) who will say that the journey is everything. And as far as that goes, it's true. It's where all the fun and learning is. But you do need a satisfying pay off at the end. It doesn't need to be earth shattering, but satisfying. This snow demo is the very definition of satisfying!
@RachelfTech2 күн бұрын
Thanks so much for the kind words, I'm really glad to hear people are enjoying this video format! I'm having a lot of fun making these, so it's cool to hear they resonate :).
@lucasrab692 күн бұрын
another cool project, the snow angel penguin was funny 😂
@RachelfTech2 күн бұрын
Thanks :)
@electricity27034 сағат бұрын
You did in a few days what Farming Simulator should have done for ground deformation in 10 years, I really appreciate you.
@fkeyzuwu15 сағат бұрын
really cool! i think part of snow being able to look even more natural would be to make your character controller not instantly rotate to whatever direction you are facing, but lerping it, so less straight lines.
@RachelfTech8 сағат бұрын
Thanks! I should definitely try that out :)
@prophetzarquon6 сағат бұрын
I agree that linear interpolation, is great for camera movements... Calling it "lerp" is just unforgivable, though. That's not how a portmanteau is made! It _obviously_ should be spelled "lirp". 🤓
@itsduno000120 сағат бұрын
Another awesome project, I love to see it! Keep up the great work, can't wait to see more!
@RachelfTech20 сағат бұрын
Thank you! :)
@Math_Mage_98692 күн бұрын
those who snow
@JackOHaraEngineering2 күн бұрын
those who snow
@eedoan2 күн бұрын
does he snow?
@a1ru958Күн бұрын
If you snow you snow
@GleamiartsКүн бұрын
If you don't snow, now you snow
@otnimaКүн бұрын
You snow nothing Jon Know
@CharlesVanNolandКүн бұрын
Thanks for sharing Rachel! :D One idea for speeding things up is to use some kind of LOD mesh for the snow, which there are a few possible approaches for, most of which entail either the CPU doing more work or a compute shader building vertex buffers. There's an old terrain rendering algorithm that takes heightmap detail/features and camera proximity into account called ROAM, or Realtime Optimally Adaptive Meshes. ROAM has been my jam, in some form or another, for literally decades across a dozen different projects.
@23edsaКүн бұрын
Space in the UV maps was fine with the seams showing. You are right it is the mip map problem, but you can tell by looking at the screenshot you are actually showing that the edge of the "lighter" penguin color is transitioning into "darker" penguin color with pixel precision, but of course UV coordinates are vector. When it generates MIPs that difference in the edges becomes more harsh. The solution in the game art workflows is to "grow" the padding of all the colors that touch the UV shell edges. The term we use is "texture padding" you can look it up. Great video as always, cheers!
@jembawls10 сағат бұрын
That penguin has big "Duo from Duolingo" energy. Those eyes 👀 Amazing video and really insightful. Thank you so much for sharing!
@MrBoko1234Күн бұрын
Incredible work !! You are moving the Godot community forward !
@RachelfTechКүн бұрын
Thank you! :)
@user-gk5nm5uy7jКүн бұрын
Nice, i'm a self taught noob godot dev, and watching a video like this is super inspiring, nice work !
@Kry00002 сағат бұрын
This showcase looks fun, interesting and cool. Solid work, thanks for sharing.
@brikokujinКүн бұрын
this is so awesome! the color shifting based on depth and little specular sparkles in the snow are great! i tried my hand at deformable snow for Unity back in 2017 and went down almost the exact same path, even down to having debug textures in the scene showing the depth from my ortho cam, which i, of course, also wrote into the red channel. for the actual snow rendering part, i went with a raymarching/signed distance field approach. using raymarching gave me normals by sampling the heightmap gradient and sidestepped issues like the vertex count of the surface effecting "resolution" of the snow, but also made the actual rendering of the surface quite a bit more complicated... which is probably why i never got my actual snow to look good.
@poe362523 сағат бұрын
I'm so glad you made this tutorial. I had tried doing this for a game previously and there were like 2 tutorials for snow shaders, that I couldn't wrap my head around. This is amazing!
@greenpixels2 күн бұрын
Always in awe of your cool project ideas and the wonderful execution! Very awesome!
@RachelfTech2 күн бұрын
Thanks so much!
@HANDDEV18 сағат бұрын
she always smile 🤭..amazing project !
@DarkDaxКүн бұрын
Yaaaaas. Was literally think about this the other day. Clutched it as always Rachel!
@AnonymousAnarchist22 сағат бұрын
you always have the best godot projects
@Ash_18037Күн бұрын
Nice effort, good to see your approach. Just FYI Martin Donald applied exactly this technique in Godot 4 years ago. He made a video about it on youtube "Christmas special, making it snow."
@RachelfTechКүн бұрын
Thanks! I think he's actually using the simpler approach (drawing a specific sprite to the mask texture) that doesn't involve a camera or depth information. Still looks great though!
@DanialBulloch10 сағат бұрын
If I recall correctly, getting access to the depth map was something new around Godot 4, so chances are this method wasn't possible in Godot 4 years ago.
@alexandreancel6423Күн бұрын
Great and useful video, thank you for sharing !
@sealoftimeКүн бұрын
That looks awesome! Awesome work! I've always been fascinated with how deformable surfaces worked in game: snow, track in dirt, grass getting pushed down by character
@dunknicoll2 күн бұрын
Thanks for sharing! Really enjoyed seeing the progress and the end result was great!
@ThisIsViniКүн бұрын
Oh wow! The end result is so satisfying, and the penguin making snow angels cracked me up 😂. Great video! And thanks for sharing the progress and issues in details. I'm pretty sure most of it went over my head, but I feel I might have learned something anyway haha.
@RachelfTechКүн бұрын
Thank you! :)
@jgvlc9 сағат бұрын
Awesome, great job!
@sysb0tКүн бұрын
awesome! i just started learning godot a few weeks ago (making an autorunner). so cool to see what's possible if you invest the time. you're an inspiration! :)
@RachelfTechКүн бұрын
Thank you! Best of luck with the autorunner :)
@oliverdive97592 күн бұрын
I really enjoyed watching the video ❤ I never thought that you can do something satisfying like that with Godot. I realized that it’s not about the simplicity of the tool, but rather the skill of the person and the time and effort they dedicate to bringing their idea to life.❤❤❤
@RachelfTech2 күн бұрын
Thank you, glad you enjoyed the video! 😁
@basaran3d12 сағат бұрын
Amazing work!!
@troligtvismeКүн бұрын
These are so much fun to watch!
@thacf238 сағат бұрын
5:06 perhaps it is because the depth value is calculated kinda like depth = (pos-near)/(far-near), so that it is 0 at near plane and 1 at far plane. And if you make far further it doesn't affect the absolute value pos-near, but rescales the normalized one. IDK how it actually works, just had an idea
@SilkyLeafz2 күн бұрын
very impressive
@SpencerOReilly20 сағат бұрын
Such a cool project!
@DustinHarmsКүн бұрын
Always such a joy to follow along. Can't wait to dive into some of my own projects later this year when I'm not so much immersed in other programming projects. Glad to have found this channel for inspiration and I'll almost certainly check out the demos!
@RachelfTechКүн бұрын
Thanks, I appreciate it!
@Ky-Nas4 сағат бұрын
The _not quite_ vine boom every time you say "come back the next day" is making that way funnier to me than it should be.
@ThebigneedsiteКүн бұрын
You are a freaking G! I am always impressed by what I see when I stumble across your videos! You are my inspiration dude! I'm subscribing.
@softgripperКүн бұрын
Great video. I love the problem explanations you give. Just top notch. Thank you :)
@Bekah_PenguinКүн бұрын
A penguin making a snow angel! My life is complete! But wow so much dedication! I could never figure that out. It turned out great and would be so fun if it was turned into a platformer/puzzle game.
@RachelfTechКүн бұрын
It would be really fun to come back to this eventually and make it into a real game! :)
@s81nКүн бұрын
What a cool project! Awesome job!
@MinkWumpfКүн бұрын
Love it! Especially the part with the shaders, where i didn't understand anything except that i have to learn so much more :D Thanks for showing!
@RachelfTechКүн бұрын
Thank you! I keep feeling that way about shaders as well haha!
@JuanEnriquezG2 күн бұрын
I love it! Great job
@duvypadinoneКүн бұрын
Just got an M4 Mac mini and this video made me even more exited to download and start on GoDot for the first time. Amazing work as always!
@RachelfTechКүн бұрын
Thank you! Hope you have fun with it! :)
@_gamma.Күн бұрын
Love seeing the problem solving! Only a few minutes in, I’m going to guess the solution to the ortho camera is using a small far-clipping plain and setting the camera’s layers up to ignore anything but people 🤞
@RachelfTechКүн бұрын
I did have the camera set up to only see snow impacting objects/characters! Left that part out of the video though I believe.
@_gamma.Күн бұрын
@@RachelfTechthose srgb conversions agh! Great video, love that the snow angel penguin worked 🐧
@mikzartКүн бұрын
Impressed about your perseverance, results and process blow my mind! I start creating raycast vehicle mechanics (by the way it has some examples on godot) and after only one day feel overwhelmed :D
@RachelfTechКүн бұрын
Thank you! I definitely hit many points of feeling overwhelmed during this project and wasn't sure I would get it all working. I find taking lots of breaks helps!
@andynonomous8558Күн бұрын
Very cool! Inspiring
@TheDistur23 сағат бұрын
Cool project!
@_mickmccarthy2 күн бұрын
Awesome work Rachel! Shader programming is one of those things I've rarely touched and so still seems like some sort of black magic at this point!
@NeonfireStudio2 күн бұрын
This is really cool!
@RachelfTech2 күн бұрын
@NeonfireStudio Thank you! :)
@shawnebaby88772 күн бұрын
I concur. This is very impressive. You have officially eclipsed my hobbyist programming knowledge and I understood almost nothing you were talking about, but it was still fun to see you work through obstacles and seeing the final product. Keep on keeping on 😄
@thedeadman6171Күн бұрын
words can not describe how much i love you and your videos, i have learnt more from you than from my college ever could, sending you hugs and kisses , keep doing what you do XD
@gknucklezКүн бұрын
Just as I thought it would be cool to have a faceplanting snow angel penguin, you did it xD Your projects are always so cute and creative, it is really inspiring. I tried to do a dice roller with 3d dice where the shapes get created dynamically depending on the number of faces from 1 to 100. I have pretty much given up on it, but with every upload I come back working on it for a day or two. Please keep uploading so I will eventually finish the thing haha
@RachelfTechКүн бұрын
Thank you! That sounds like a cool project too, best of luck with it! 😁
@TCMcBiscuitsКүн бұрын
I wonder if you could replace the depth texture with an ambient occlusion pass of the snow so that the ground could be something other than a flat plane.
@burastar2 күн бұрын
Looks very nice!!
@RachelfTech2 күн бұрын
Thank you!
@LordbunsonКүн бұрын
as always, 10/10 content
@blaaahization2 күн бұрын
Amazing! 🌨
@SicoSiber2 күн бұрын
Yup, banging your head against the wall for days on end to have smoother snow normals... that's game dev for ya!
@TheJokunen12 күн бұрын
Amaizing!🎉
@platibyteКүн бұрын
The basic shapes in snow look so satisfying! Where are you from? Norway?
@screenoholicКүн бұрын
This is very nice.
@yt_blackeyepgКүн бұрын
Amazing! :D
@ariorickКүн бұрын
22:54 haha I'm doing the same moves all the time when figuring out 3D stuff in games haha
@Aye_SidКүн бұрын
Wow!!! That's awesome. U got a subscriber. 😀🙌
@retiredaccount02 күн бұрын
Good timing, there's snow outside and I just started a new godot project :D
@SebyFlyFly2 күн бұрын
Hell yeah, snow sim in winter!!
@pronubcentral2 күн бұрын
I'm glad there were pretty pictures on the screen to help translate this strange language you're speaking!!😅 I have NEVER survived past Hello World in any programming class I've taken. Except maybe visual basic. Not sure how I got as far as I did but then the brick wall of passing values hit me and I never figured it out!
@integerofdoom6912 сағат бұрын
I feel that. Perhaps it's time to knock that wall down.
@RedditNovelties2 күн бұрын
super cool!
@davidmaaschdeyckКүн бұрын
that penguin is BONKERS
@StigDesign2 күн бұрын
Really Nice video :D yes the uv-map on Penguin is correct you need its called padding, i often use 8px minimum as padding when i uv-map from atlas or Trimm sheet :) but some times it can be ok to turn off the texture mip-map function or deactivate specific mip-map steps :) and how the bal grow perhaps use some sort of raycast that samples from your dept texture :)
@RachelfTechКүн бұрын
Thanks, will definitely remember to add padding next time! :)
@StigDesignКүн бұрын
@@RachelfTech :D
@integerofdoom6912 сағат бұрын
I have no idea what's going on but I kinda wanna download this and learn now.
@LightsOut0Күн бұрын
+1Sub from me! This is the coolest video i've seen in 2025 so far. very interesting to watch how you tried different ideas and ways to tackle a problem. the result was so awesome! super satisfying snow!! i've barely started using godot, but im excited to get into 3D. i came from gamemaker studio 2.0 lol. great video!
@RachelfTechКүн бұрын
Thanks so much, I appreciate it!
@allanovelha19698 сағат бұрын
You should make a game with that! I would buy it, the system is pretty awesome and satisfying
@RachelfTech7 сағат бұрын
I do think it would be cool to eventually use this in a real game!
@hstubbs3Күн бұрын
Amazing... I just recently decided to take another stab at this video game idea using a interactive water surface simulation... And this popped up in my feed... Yeah I'm gonna need that normal fixing stuff and prob a few other ideas, thank you... 😂
@RachelfTechКүн бұрын
Oh nice, hope this is helpful! :)
@amirhm6459Күн бұрын
Awesome, this really useful tool for game dev. Are the snow is working on non flat mesh? And I think using signed distance field is much more performant than using camera, but need to figuring out how to get texture coordinate near vertices and how to create virtual texture in Godot
@azure82472 күн бұрын
Would this still work correctly on non flat ground like a slope or a hill?
@RachelfTech2 күн бұрын
@@azure8247 I think it should work, but would require some additional calculations and make things a bit more complicated. I did think about doing this, but decided to save it for another time 😁
@forbiddengod12 күн бұрын
I was thinking along the same lines, how will you have to update the logic so you can have several levels of snow. Lets say, ground, than roof of a house, or snow on top of other objects.
@Sk4lli2 күн бұрын
@@forbiddengod1 my idea would be to have the camera film the entire world from the highest peak to the lowest point. But precision may suffer. Maybe use a grid of these meshes and cameras and only use them close to the player for updates etc.
@azure82472 күн бұрын
@ After thinking about it for a while i dont think her method can work for that usecase. You'd have to go the simpler route of sticking invisible meshes/colliders to the feet/limbs of a character then vertex paint the snow layer in real time as you move across it using said objects. So instead of getting a mask from a camera instead you paint on the ground itself with vertex color data that is used to displace it.
@thecoziesКүн бұрын
one method could be capturing the original depth map of the environment, then diffing the current against the original to get the snow depth at that particular location
@catafestКүн бұрын
Yes I tested this shader, you can do more .... now sky material can use shader ...
@DavidLindesКүн бұрын
Should I be ashamed to say that I find this intimidatingly impressive? 😬😉 I mean, I guess if I'd do some projects of doing _any_ shaders in godot, and various other things in it, I'd get to a point where this felt more relatable... as it is, it feels out of reach. But it's super cool! And I'm glad to see an example of the idea that if one just puts in the effort, one can get there (over a period of time). :) Kudos!
@RachelfTechКүн бұрын
Thanks so much! Shaders are definitely tricky to get used to; I'm still not totally comfortable with them, but doing more projects has been helping for sure!
@DavidLindesКүн бұрын
@ very cool. Maybe some day I’ll get there. For today, other learning and doing priorities, but it does seem like something that could be very rewarding. :)
@RoySchl12 сағат бұрын
cool project ;)
@RedKriegКүн бұрын
Such cool work! How hard would it be to add a little bump to the snow mesh in front of where objects are travelling (velocity dependent)? It would look more like your entities are "pushing" snow ahead of them.
@RachelfTech23 сағат бұрын
Thanks! I did think of doing something similar, but decided to leave it for the future. I think it might be a bit tricky to get it to work dynamically based on the shapes of the objects moving through the snow, but haven't really thought about it much yet. Might involve some sort of edge detection on the mask texture. Would be interesting to explore further!
@teamldmКүн бұрын
Watching this was an all too familiar process. Beautiful work and showcase! It's too bad Godot doesn't support geometry shaders or tessellation for dynamic mesh subdivision around the deformed areas. Although it seems mesh shaders are the next big thing anyway.
@Timothy_Cope18 сағат бұрын
Great video! What site were you using for skyboxes?
@RachelfTech7 сағат бұрын
Was using ambientcg.com/
@Deforson2 күн бұрын
Amazing!! 😭Try to make it in roblox now, might a bit more time with editable meshes.
@penguin76822 күн бұрын
Now we're talking.
@vvvorlds16 сағат бұрын
2:02 Привет, what does it have to do on how your feet are stepping in to the snow?
@vvvorlds15 сағат бұрын
Хотел просто сказать спасибо и обнимажки! 🎉
@kairu_bКүн бұрын
Snow.
@owonobrandon8747Күн бұрын
You must be fun in real life!
@eobet13 сағат бұрын
Do you take on freelance work? I have something along these lines which I need help with, which involves vertex shaders and world vs local coordinates (and you may use it on the channel if you wish).
@esuahable2 күн бұрын
Nais!
@forbiddengod12 күн бұрын
Great video, but there is something i do not understand. When playing around with it, when you jump right on top of and pushable object, it clips through the ground and disappears. I have some ideas why this can happen. What i do not understand is why i get some spikes of snow in the place where the object was fully in contact with the ground. If i understood it correct, it should not be possible to add height, but just remove it. Is it because the object is passing through the ground and when calculating the distance from the ground it gets negative values? And if that is the case, why it is spikes, not the whole shape of the object. I get that it may be just a bug, but trying to stretch my tiny brain here :)
@RachelfTechКүн бұрын
I did notice that issue, but decided to leave it for now and didn't investigate further haha. I'm honestly not entirely sure why the spikes happen, but you are right that it is weird because the snow should never be gaining height, only losing it. Probably some weird bug in my shader code! But would probably be best to fix the objects glitching through the ground first anyway :)
@bearbearSTX13 сағат бұрын
Any chance you have any interest in VR? We need as many brilliant and creative people as possible in this space!
@integerofdoom6912 сағат бұрын
Oh dear... snowball fight in VR? Building forts and stuff? I need to go to bed.
@RachelfTech7 сағат бұрын
I definitely will considering doing some VR projects in the future! I haven't done much with VR recently, but did have the first Oculus headset :)
@theneverwas2835Күн бұрын
A genuine question. How do you find the perseverance to power through these difficult projects? My Mind wants to explode sometimes
@RachelfTech23 сағат бұрын
I definitely had many moments throughout this project where I wasn't sure I'd be able to get it all working! I think what helps me is to try to take a break when I get really stuck and come back the next day. Often times things feel a lot easier then!
@JoãoPedroFavoretti11 сағат бұрын
Wait, don’t you livestream your progress??
@RachelfTech7 сағат бұрын
I'm recording the entire time, but not livestreaming. Makes it easier for me to work whenever!
@JoãoPedroFavoretti5 сағат бұрын
😢😢
@Eirath2 күн бұрын
That's really cool. Not directed towards you, but if there's one thing no commercial game still does right with snow (and I guess it's a complexity and performance issue), is having collapsing snow. How does the snow behave if the solid ground beneath is of different levels? What happens of snow has drifted over a hole, and the ball tunnels into it? The snow should collapse into the tunnel the ball should be digging, behind the ball. What happens if snow falls of a roof into other snow? Maybe not useful for gaming purposes, but damn would it look nice.