Great video! As a VFX artist I always appreciate if folks throw some love to Godot. Not that much content for it out there (that's not the same two shaders) A small note I have, at around 13:40 the VectorOp node isn't really necessary to scale the UVs, as the UVFunc actually already provides this exact functionality. But either way, it's still the very good way to make this sorta effect!
ON JAH THIS IS WHAT I NEED RIGHT NOW FR FR ive been too lazy to think about doing vfx since idk the workflow for it, and everyone's like "ooooo uSe ShAd0rZ!!!" but i didnt know about doing things with meshes
Your videos are extremely insightful, from both a technical and artistic aspect, especially to someone who is dabbling in Godot currently. Thank you for sharing your processes :)
How did you make the slash mesh glow and vibrate so much? I didn't get the part where you changed from the muted color 18:47 to the vibrant one in 20:50.
For the glow i just connect the color controller node in the visual shader to the emission slot and multiply it by a value then crank the value up As for the vibration, I add a texture and scroll the uv in X axis
VERY helpful video! do you mind if i ask how you set up your combo system to seamlessly flow between the moves? I tried making something similar with oneshots but it's not the solution i'm looking for
Hi thanks! I am using transition node, this video of mine actually showing how I handled the animation system for the character th-cam.com/video/_qHpODKZ3YA/w-d-xo.html
I've been looking for this tutorial for over 3 years. I'm so far through my came dev journey I'm almost ready for release but I still couldn't figure out a bunch of things like sword trails
I really gotta inform you that the coding in this is pretty bad Not because it doesn't work but because it misunderstands how animation players work The play function of the animation player is meant to START an animation However with your process function you are calling that animation unnecessarily every single frame (though appearently godot doesn't restart it if it is already playing) Another thing is that Animations in Godot actually stop themselves when they finish So you basically only need to call the play function on the animation player once and then that's it (and you also gotta make sure the animation isn't set to repeat itself on end but to stop) What you actually wanna do is give the slash node a function which calls the animation And instead of setting the slash variable to true via animation you call that function The only other thing I'd like to add is that you MIGHT wanna be caution with the animating of shaders, though honestly I am not particularly sure about that The issue I see with that is that you are animating something that'll need to be thrown from the CPZ onto the GPU which is a bit of a costy thing to do if you're doing it a lot In this case it is of course pretty unimportant because it's like 8 Byte per frame, but just be a tiny bit cautious and try thinking of another solution if you got 1000 meshes that you wanna animate (Also as counterargument on how unimoortant this tangent is: for some quick joke I made a shader which uses an image... And I animated it to be a rickroll, so every single frame I threw a picture to the GPU... It wasn't an issue, there is usually a lot higher load on the CPU to GPU pipeline, just don't do it for every single mesh and you should be fine) Other than that this is a REALLY good solution and one of the best Godot tutorials I've seen I'll probably be using this on quicker projects (though on more polished ones I'd probably prefer something with a hand-drawn animation instead of a shader animation)
Blender and Godot = Power
Blender and godot and krita and inkscape and gimp and lmms = godly powers
Wish aesprite was free and open source tho
Blender and UE5 = POWERx100000000
@@shirotonbo6315 LibreSprite :D
I vastly prefer this solution to the particle trails I've experimented with. Great video. :)
Great video! As a VFX artist I always appreciate if folks throw some love to Godot. Not that much content for it out there (that's not the same two shaders)
A small note I have, at around 13:40 the VectorOp node isn't really necessary to scale the UVs, as the UVFunc actually already provides this exact functionality.
But either way, it's still the very good way to make this sorta effect!
Thanks for the info! I thought the scale on the UV func is to scale the offset value not the UV XD
That's a cool tutorial, thank you!
ON JAH THIS IS WHAT I NEED RIGHT NOW FR FR
ive been too lazy to think about doing vfx since idk the workflow for it, and everyone's like "ooooo uSe ShAd0rZ!!!" but i didnt know about doing things with meshes
Your videos are extremely insightful, from both a technical and artistic aspect, especially to someone who is dabbling in Godot currently. Thank you for sharing your processes :)
How did you make the slash mesh glow and vibrate so much? I didn't get the part where you changed from the muted color 18:47 to the vibrant one in 20:50.
For the glow i just connect the color controller node in the visual shader to the emission slot and multiply it by a value then crank the value up
As for the vibration, I add a texture and scroll the uv in X axis
amazing! keep up the nice work
Great tutorial, clear and detailed, thanks so much!
Oh man! You made it! Thanks!!!
Oh, woah! What are you doing for the fade effect on those platforms? It looks great!
Oh Hi, it's proximity fade from the standard material. There's an option for you to enable it
This was great, thank you!
VERY helpful video! do you mind if i ask how you set up your combo system to seamlessly flow between the moves? I tried making something similar with oneshots but it's not the solution i'm looking for
Hi thanks! I am using transition node, this video of mine actually showing how I handled the animation system for the character
th-cam.com/video/_qHpODKZ3YA/w-d-xo.html
A great tutorial. Thank you for sharing.
очень крутой туториал, спасибо автору за столь подробное объяснение
Thanks a lot man for sharing your knowledge, you help a lot :D
Do you have a tutorial on making a game like this? Great video. Thanks!
I don't have full tutorial on this unfortunately
Damn those animations are clean! I'd like to know how you blend them into forward movement and make them look so smooth
it's all done through linear interpolation in code, I might cover animation basic in godot for future videos so stay tune!
Amazing tutorial!! But man, please how you made this fade effect of meshes with camera proximity?! this is so cool!
for the fade, you can just use godot's StandardMaterial3D and there's a distance fade drop down menu and you might adjust the setting there
I've been looking for this tutorial for over 3 years. I'm so far through my came dev journey I'm almost ready for release but I still couldn't figure out a bunch of things like sword trails
Thank you so much, very helpful content :)
Your tutorials rock! Can't wait for 3d trail tutorial for dash, already tried a lot but still looks bad :(
How did you make it so bright?
It's the emission im the material,and also some bloom on the environment
really cool thx
Please make a video on hollow purple vfx
hi, I was wondering if you have the time to do a full course vfx 2D/3D in godot 4 I would be interested to buy it
Hi, yes I have interest in making one and I am doing a bit of a research on other courses, so maybe it'll come soon
@@LittleStrykerID thank you, please announce when you release it, good day
awesome, can you make a tutorial how to animate UI with some cool VFX in Godot =D??
Nice
I really gotta inform you that the coding in this is pretty bad
Not because it doesn't work but because it misunderstands how animation players work
The play function of the animation player is meant to START an animation
However with your process function you are calling that animation unnecessarily every single frame (though appearently godot doesn't restart it if it is already playing)
Another thing is that Animations in Godot actually stop themselves when they finish
So you basically only need to call the play function on the animation player once and then that's it (and you also gotta make sure the animation isn't set to repeat itself on end but to stop)
What you actually wanna do is give the slash node a function which calls the animation
And instead of setting the slash variable to true via animation you call that function
The only other thing I'd like to add is that you MIGHT wanna be caution with the animating of shaders, though honestly I am not particularly sure about that
The issue I see with that is that you are animating something that'll need to be thrown from the CPZ onto the GPU which is a bit of a costy thing to do if you're doing it a lot
In this case it is of course pretty unimportant because it's like 8 Byte per frame, but just be a tiny bit cautious and try thinking of another solution if you got 1000 meshes that you wanna animate
(Also as counterargument on how unimoortant this tangent is: for some quick joke I made a shader which uses an image... And I animated it to be a rickroll, so every single frame I threw a picture to the GPU... It wasn't an issue, there is usually a lot higher load on the CPU to GPU pipeline, just don't do it for every single mesh and you should be fine)
Other than that this is a REALLY good solution and one of the best Godot tutorials I've seen
I'll probably be using this on quicker projects (though on more polished ones I'd probably prefer something with a hand-drawn animation instead of a shader animation)
is this open on github?
Unfortunately no
Oh ok, great job btw!
ALT+S doesn't do anything... I found how to do it without that keybind, just go to transform and modify the radius
Can you give me a context here? I don't know which ALT + S you're talking about :D
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