Love this tutorial! I really like how you went into detail in explaining how to do this & why. I feel like that is a major necessity in tutorials & and you've done a wonderful job! Much Respect!! Subscribed!!!
When I enable physics light units option and restart editor I just get a light screen and no matter what changes I make it continues to be light Any ideas?
@Loukpro_Godot Tldr; it is probably the "intensity lux" value somewhere that is way too high. You can try to isolate the source of the issue by disabling the light sources and enabling them one by one and see which one causes the issue. But I recommend checking the environment settings first, maybe the "intensity lux" value is really high. Try changing this value for each light and see if it fixes it.
@Loukpro_Godot okay, I forgot, but the solution was to add a "CameraAtributes" to your WorldEnvironment. It doesn't matter which one. (I recommend practical)
@Talktodiv The changes made here don't really cost a lot of performance. The ones that have the biggest impact are 1. Larger shadow distance 2. Ssao enabled 3. Glow enabled (costs a little bit) It should still perform great on low-end hardware, though.
Great tutorial but I found a problem on how to configure the environment so the omnilight and spotlights works again on interior as I expected. Seems like when using physical light units the light exposure of the sun needs to be adjusted so the individual lights in the world they do not exceed the sun light. My lights stopped working, it seems that you have to adjust the world exposure so that they don't exceed the sunlight but I have no idea how. I have tried to modify all the parameters on environment and camera attributes and the interiors are still not illuminated by spotlight or omnilight nodes.
@fading-sun-studios You can get the fps display by pressing the "perspective" button in the top left of the viewport and then it is one of the checkboxes there.
I'd be more interested in a more stylised look. Something like an 2d animation. Realism isn't always best. Especially on an engine like godot that might not yet be up to par for 3d
A mi me alegra que lo digeras, no se nada de programar, apenas voy empezando a aprender pero me hace feliz que la comunidad de Godot comparta sus conocimientos🥰
@@Wrobot i agree with that - though a voiceover might make a production seem more professional i can focus way better on this if there isn't one and i can just read a paragraph alongside the visuals
Really amazing, using godot for 4+ years (contributed 8 years ago) and you still taught me a few tricks! Sun Scatter on fog is amazing!
watched till the end and man the result looks great
Thank you 😃
Great to have some experimentation and visualisation of the options that Godots WorldEnvironment provides 👍👍
High quality tutorial. I think if you add a voice over to future tutorials you will attract more viewers but it’s great either way. Thanks!
@d35348w Glad you liked it! I might do voiceovers at some point if I feel comfortable doing it.
DirectLight and Environment settings looks much better than in older verions👍
@@Mrtargi thank you 😊
Love this tutorial! I really like how you went into detail in explaining how to do this & why. I feel like that is a major necessity in tutorials & and you've done a wonderful job! Much Respect!! Subscribed!!!
@@MortissCoffin Thank you!
@@Wrobot You're welcome!
This is a great tutorial, thank you.😸
The result looks awesome
@@AlexanderFarber Thanks!
THANK YOU FOR THE TUTORIAL!
Nice tutorial, I hope you make more
Great 👍
this tutorial is perfect
@v1ctor174 I'm super glad it was useful!
wow
really nice
I think I am going to switch from UE5 to Godot now.
THANKSS
@@thecappuccinocake glad you found it useful!
Thank You ;3
thanks
@ritianwang5486 I'm glad you've found it useful
Bro, Keep the magic flowing. Subscribe n thumbs up 👍 least I can offer to show appreciation
When I enable physics light units option and restart editor I just get a light screen and no matter what changes I make it continues to be light
Any ideas?
@Loukpro_Godot
Tldr; it is probably the "intensity lux" value somewhere that is way too high.
You can try to isolate the source of the issue by disabling the light sources and enabling them one by one and see which one causes the issue. But I recommend checking the environment settings first, maybe the "intensity lux" value is really high. Try changing this value for each light and see if it fixes it.
@Wrobot Ι even set everything to 0 😂 it didn't change
@Loukpro_Godot okay, I forgot, but the solution was to add a "CameraAtributes" to your WorldEnvironment. It doesn't matter which one. (I recommend practical)
@Wrobot You are right thank you so muchhhh 🥰
Is it performance friendly for low end device
@Talktodiv The changes made here don't really cost a lot of performance. The ones that have the biggest impact are 1. Larger shadow distance 2. Ssao enabled 3. Glow enabled (costs a little bit)
It should still perform great on low-end hardware, though.
The only setting I find bad with my low end PC is SDFGI, it lows to much my fps.
But I been using the others and didnt suffer that much :)
Will it will be ok for low end pc
The settings shown here should run fine on a low end pc.
Great tutorial but I found a problem on how to configure the environment so the omnilight and spotlights works again on interior as I expected. Seems like when using physical light units the light exposure of the sun needs to be adjusted so the individual lights in the world they do not exceed the sun light.
My lights stopped working, it seems that you have to adjust the world exposure so that they don't exceed the sunlight but I have no idea how. I have tried to modify all the parameters on environment and camera attributes and the interiors are still not illuminated by spotlight or omnilight nodes.
I'm facing the same problem here...
how did u get the fps to show up on the screen ?
@fading-sun-studios You can get the fps display by pressing the "perspective" button in the top left of the viewport and then it is one of the checkboxes there.
Please enemy attacks to player
I'd be more interested in a more stylised look. Something like an 2d animation. Realism isn't always best. Especially on an engine like godot that might not yet be up to par for 3d
Dude stop, don't give them all the secrets!!
I didn't tell them about volumetric fog... yet!
@@Wrobot sssh!
We will discover them one way or another
@@Wrobot This was my first thought lol
A mi me alegra que lo digeras, no se nada de programar, apenas voy empezando a aprender pero me hace feliz que la comunidad de Godot comparta sus conocimientos🥰
You could use one of those AI text-to-voice websites to make it easier to follow without aa need to read
To me, an AI voice makes the whole video seem AI generated. So I don't like using them.
@@Wrobot i agree with that - though a voiceover might make a production seem more professional i can focus way better on this if there isn't one and i can just read a paragraph alongside the visuals
I just slowed down the video playback speed and was able to read the subtitles
@@Wrobot based
*mentions AgX*
This person knows what they are talking about. I trust everything that they say.
Haha thanks! I just think that for most use cases AgX or TonyMCMapface are better than ACES, as they are a bit more neutral.
@Wrobot do you know when they will get added?
That looks like unreal engine
Thanks!