Let me know if you want any specific nodes covered! DOWNLOAD THE DEMO PROJECT FROM THE VIDEO ►► stayathomedev.com/product/directionallight3d-demo-project/
Wow, that was a lot of good information in a short time and it didn't feel rushed it felt perfectly paced and the demonstration was really good, I usually don't sub but I will here and this was really good, thank you
Something important to mention: - Currently, PCSS Shadows (Angular Size > 0) interacts oddly with the Blur Size value. Instead of adding blur to the shadows, it multiplies the angular size instead. This means that it's impossible to get rid of the aliased edges of the shadows near the casting object when using PCSS, because these pixels have a "internal blur value" of 0, since it's multiplying, these pixels are always sharp regardless of the Blur size. The only fix I could find was to set the Shadow Map resolution to a really high value, which is expensive. Hopefully they will fix this in the future. Note: When PCSS shadows are disabled, the Shadow.Blur value behaves as intended.
Thanks Friend! Directional lightning was killing my performance, so I wasn't using them. The advance setting allowed me to boost my performance! Rock solid 60fps baby!
Please do a comprehensive series on how to make games in Godot 4, as it stands you'd kinda have a monopoly on that because nobody has really done it yet...
Oooh that was my issue, I was in compatibility mode so I couldn't have shadows! Dang that really sucks not having this, I hope they will implement something about this soon! EDIT: To fix it put it in Forward+
Let me know if you want any specific nodes covered!
DOWNLOAD THE DEMO PROJECT FROM THE VIDEO ►► stayathomedev.com/product/directionallight3d-demo-project/
Would absolutely love a short, in depth breakdown like this for the world environment node. Great video
Noted!
Wow, that was a lot of good information in a short time and it didn't feel rushed it felt perfectly paced and the demonstration was really good, I usually don't sub but I will here and this was really good, thank you
I was looking FOREVER to figure out how to hide the light source. Thank you SO MUCH for this!
Something important to mention:
- Currently, PCSS Shadows (Angular Size > 0) interacts oddly with the Blur Size value. Instead of adding blur to the shadows, it multiplies the angular size instead. This means that it's impossible to get rid of the aliased edges of the shadows near the casting object when using PCSS, because these pixels have a "internal blur value" of 0, since it's multiplying, these pixels are always sharp regardless of the Blur size.
The only fix I could find was to set the Shadow Map resolution to a really high value, which is expensive. Hopefully they will fix this in the future.
Note: When PCSS shadows are disabled, the Shadow.Blur value behaves as intended.
Great information! I've noticed some weird effects as well but haven't tested thoroughly in different versions.
How can you have sharp, non-blurry shadows?
Thanks Friend! Directional lightning was killing my performance, so I wasn't using them. The advance setting allowed me to boost my performance! Rock solid 60fps baby!
Please do a comprehensive series on how to make games in Godot 4, as it stands you'd kinda have a monopoly on that because nobody has really done it yet...
Thanks the video, learned a lot. Would be great to cover other nodes. Really enjoying all your videos, keep up the great work.
Thanks! More to come!
Title made me think of Totalbiscuit.
Please do a video on NavigationObstacle2D in Godot 4 !!
Can add it to the list 👍
Thank you 😊
hey when I added directional light it was like square box not circle please tell me
Im trying to make a vampire game, how can you check if a character is being "hit" by one specific light source?
I get a warning icon when I turn on shadows, I do not quite understand what or why this is happening
super cool!
Hello, and what about spotlight please ?
Thanks.
Compatability renderer users: 😐
Yeah I know...the hope I think is that the missing visual features will make it to the OpenGL renderer at some point soon.
@@stayathomedev it doesn't seem that way man I mean they never mentioned it in the plans for 4.2 or 4.3 so it's going to take a very long time
Oooh that was my issue, I was in compatibility mode so I couldn't have shadows!
Dang that really sucks not having this, I hope they will implement something about this soon!
EDIT: To fix it put it in Forward+
@@draft_fusion my brother, the shadows have been implement in 4.2