Valorant Style Smoke Bomb in Godot Game Engine | Godot 4.1

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  • เผยแพร่เมื่อ 15 ม.ค. 2025

ความคิดเห็น • 28

  • @rubixkyoob2
    @rubixkyoob2 ปีที่แล้ว +8

    I love seeing people make these case study videos for VFX. Thanks for the excellent explanations, and I can't wait to see more videos!

    • @LittleStrykerID
      @LittleStrykerID  ปีที่แล้ว +1

      Hi thanks for the kind words! I love your rocket league recreation vid!

  • @aomadeira
    @aomadeira ปีที่แล้ว

    Really cool result you got here man, keep it up!

  • @maingrought6906
    @maingrought6906 ปีที่แล้ว

    dude, unity maihem let me find so many good and talented tutorials of godot, amazing content.

  • @neozoid7009
    @neozoid7009 ปีที่แล้ว +1

    Awesome bruh .. keep Godoting 🎉

  • @FencerDevLog
    @FencerDevLog ปีที่แล้ว

    It's great that new tutorials for Godot 4 are appearing, especially ones of such high quality, like this one. Good job! I'm looking forward to more videos. 😎

  • @SuperMotoFetischisten
    @SuperMotoFetischisten ปีที่แล้ว +1

    Love every video, and this one showed me I know nothing about shaders haha its so intimidating
    Edit: I rewatched and your tip with the unshaded flag at 5:33 solved a huge problem for me I had with a blood shader that would draw black/purple when facing away from the sun in my scene
    now it is how it should be amazing! Ty

  • @f1x_my_power
    @f1x_my_power ปีที่แล้ว

    Awesome! Simple, juicy effect! Great work)

  • @CharleyDonar
    @CharleyDonar ปีที่แล้ว

    Thankyou! ❤‍🔥

  • @thegoose8663
    @thegoose8663 ปีที่แล้ว

    Love your videos

  • @ian_snyder
    @ian_snyder ปีที่แล้ว

    Your tutorials are great, and your results look amazing! Insta-sub :)

  • @willderalejandrofidiasvale9082
    @willderalejandrofidiasvale9082 ปีที่แล้ว

    Esto está espectacular Bro. espero hagas más tutoriales de efectos como agua en toon shader

  • @TextoAmarillo
    @TextoAmarillo ปีที่แล้ว

    Awesome! :O, me inspiró a aprender a usar shaders

  • @vanvodeo7478
    @vanvodeo7478 ปีที่แล้ว +1

    Wow you are genius

  • @بسام-خ7غ
    @بسام-خ7غ ปีที่แล้ว

    when i draw my texture in photoshop, what are the dimensions?
    and thank you, your channel and your content are gold mine.

    • @LittleStrykerID
      @LittleStrykerID  ปีที่แล้ว +1

      In the video, the texture was 1024x1024px, but in general you should always make your texture square with 1:1 ratio
      Also, my suggestion you should always draw texture in higher resolution then scale it down to what you need, so it is future proof
      You're welcome, glad you like the content!

  • @SheepUndefined
    @SheepUndefined ปีที่แล้ว

    Couldn't you have a float or bool or whatever that's multiplied by the alpha mask somehow as a toggle instead of using a second sampler?

    • @LittleStrykerID
      @LittleStrykerID  ปีที่แล้ว

      I guess because the mask is consist of black and white texture where black is equal to 0 and white equal to 1 if you multiply it by any value the black area will always return 0 and it is impossible to make a full opaque texture, like the one for the inside sphere
      And in my opinion having different sampler is much more reliable and flexible on determining the end result :)

    • @SheepUndefined
      @SheepUndefined ปีที่แล้ว

      ​@@LittleStrykerID Admittedly, I'm sorta new to this sorta stuff, so I'm just working things out to explore it, so take this with a grain of salt of course.
      But I played around with it and addition seems to work!
      uniform bool ALPHA_ENABLED;
      void fragment() {
      COLOR = texture(TEXTURE, UV);
      COLOR.a += float(ALPHA_ENABLED);
      }
      Admittedly I'm not sure what is and isn't good to do in shaders outside of branches, so maybe it'd be better to just have this as a float and not have to do the cast, but uhhh yeah!

    • @LittleStrykerID
      @LittleStrykerID  ปีที่แล้ว +1

      Oh yeah addition will work, but multiplication will not :)
      And maybe you also need to add clamp to the alpha because negative alpha value will give you problem usually

    • @SheepUndefined
      @SheepUndefined ปีที่แล้ว

      @@LittleStrykerID I mean in that case, you're adding branches. I'm not sure how floats work, but if they're faster than a clamp, then bools kinda prevent negative values anyway since it's only 0/1.

    • @LittleStrykerID
      @LittleStrykerID  ปีที่แล้ว

      ​ so I don't really know what kind of impact on performance my method has, but the alpha texture slot is there to give versatility to the shader. just in case I need like different use cases so I can reuse this shader instead of writing new one for every individual vfx
      and if I understand it correctly, you'll lose the ability to fade the alpha by using bool, unless you multiply everything by a float at the end to make everything fade

  • @brunoruizcalliera783
    @brunoruizcalliera783 ปีที่แล้ว

    Can make more videos using blender??

    • @LittleStrykerID
      @LittleStrykerID  ปีที่แล้ว

      Hi for sure, what kind of content do you want to see?

    • @brunoruizcalliera783
      @brunoruizcalliera783 ปีที่แล้ว

      @@LittleStrykerID Maybe a character chargin sphere, animated if you can

  • @chuckles1252
    @chuckles1252 ปีที่แล้ว

    This is dope as fuck!! Looks just like Brim smokes

  • @charlotte80389
    @charlotte80389 ปีที่แล้ว

    Cool. Now make CS2's