If you want realistic environment, you should use ACES as tone mapper, as its the only one here that handles bright light-sources correctly. For example very bright blue will turn to look purple. Or red will turn to orange. This is especially relevant when having artificial lights in the scene, and not just the sun or an HDR.
this and your particles video are amazing!! I love how you just explain every aspect of it! would you consider doing this with most nodes? this is so good
Thanks, I'm glad you're enjoying them! 😁 There are so many nodes in Godot that I'm not sure about hitting "most" of them, but I certainly intend to try and get through a large chunk of the 3D ones; Especially if they're helpful to making stuff look cool/good 😎
Good overview of the different elements. Personally for the directional light I use 4 of them. Each is configured for a different shadow distance. Then I can see shadows with tiny closeup objects up to far away big objects. It is not great but gets a pretty decent effect at varying distances.
I am hoping to integrate it into a final game, but have not tested it yet, because I am working on some shader chaos to do some fancy stuff. Once I get that shader stuff done I want to test all of it in VR but will probably wait for 4.2 for that since there are some nice fixes to VR in that, especially for shadows. I should really work up a video or something if you want to see the settings I have. I only recently made it so not sure how well it will work in practice.
@@wattinteractive I just posted it here: th-cam.com/video/ZWVVXWznAVo/w-d-xo.html Hope that works well enough to explain how I am using the lights. Cheers!
hi, nice channel. Please, make a video to explain more how to use multimesh instance to make grass or bunch of rocks, to level up the FPS. putting in the theory in pratice. making a simple scenario. please. O:) and a simple texture mix painting ground too, simulating blender mix shader factor.
If you want realistic environment, you should use ACES as tone mapper, as its the only one here that handles bright light-sources correctly. For example very bright blue will turn to look purple. Or red will turn to orange. This is especially relevant when having artificial lights in the scene, and not just the sun or an HDR.
this and your particles video are amazing!! I love how you just explain every aspect of it! would you consider doing this with most nodes? this is so good
Thanks, I'm glad you're enjoying them! 😁
There are so many nodes in Godot that I'm not sure about hitting "most" of them, but I certainly intend to try and get through a large chunk of the 3D ones; Especially if they're helpful to making stuff look cool/good 😎
a very good tutorial thanks
Hey man your videos are awesome, please keep it up!
Good overview of the different elements. Personally for the directional light I use 4 of them. Each is configured for a different shadow distance. Then I can see shadows with tiny closeup objects up to far away big objects. It is not great but gets a pretty decent effect at varying distances.
Oh, that's neat! I'd not thought of that setup. Do you do that just for testing purposes, or is it something you integrate into the final scene/game?
I am hoping to integrate it into a final game, but have not tested it yet, because I am working on some shader chaos to do some fancy stuff. Once I get that shader stuff done I want to test all of it in VR but will probably wait for 4.2 for that since there are some nice fixes to VR in that, especially for shadows. I should really work up a video or something if you want to see the settings I have. I only recently made it so not sure how well it will work in practice.
@@Cigam_HFden Cool! If you get a video up for it, I'm curious to see it
@@wattinteractive I just posted it here: th-cam.com/video/ZWVVXWznAVo/w-d-xo.html Hope that works well enough to explain how I am using the lights. Cheers!
❤非常有帮助,正好是我需要的
thanks for video , shart and understandable
shart is crazy
shart
Thank you for making this video! How can we get in touch for a sponsorship opportunity for our Godot courses?
I would love to chat more about an opportunity like that! You can send an email to info@wattinteractive.com and it will reach me. Thanks! 😁
could you implement the Desperado3 or Shadow Tactics type of vision cone? Thanks~
hi, nice channel. Please, make a video to explain more how to use multimesh instance to make grass or bunch of rocks, to level up the FPS. putting in the theory in pratice. making a simple scenario. please. O:) and a simple texture mix painting ground too, simulating blender mix shader factor.
How did you make the mirror material?
Pretty sure it can be done with the standard Godot material settings + reflections in Environment.
High metallic and specular, low roughness etc.
👍
😁👍
How did you get that glass ball?