And I love how it supports the depth of the information provided! The visual aids are top-notch. Not to mention the completeness and structure of the presentation itself. It's like every time things start go over my head and I wonder "but how am I supposed to do THAT?!" he immediately says "And here's how you do that...". No joke, this literally happened to me twice during the procedural dungeon tutorial.
Wow! Excellent tutorial. You've officially made me feel stupid! 😂 But you've also made me think and want to spend a lot more time understanding what you explained here, so Bravo! And thanks for sharing your knowledge.
Thank you! Everything you see is created in blender. So that is just a 2d plane object that I've animated to go down. It's crazy how much you can do with blender , besides 3d.
not 100% sure whether this wouldn't fit the target audience for this tutorial, but the transformation is a little more explicit as a transformation if you first do it with a 2x2 matrix like uv *= mat2(cos(t), -sin(t), sin(t), cos(t));
I'm sorry if this ends up as a duplicate comment but I can't find my original question. I tried doing this in 2D but was unable to get it to work with either a MeshInstance2D or a TextureRect, it would just put the image in the corner and stretch out the edge pixels, it was very strange. Is this possible to do in 2D to get a tiling background effect while still hiding the repetition?
hey I'll try to replicate this in 2d and will let you know if there's something that needs to be done differently. pretty sure it's just a matter of enabling the correct texture flags on import though
i have i few ideas for the tailing system in not sure how to do that in godot because i use unity but i thing thos will be useful 1. make i lod Texture what i mean by that if make some form off distance and you have 2 or more texture you able to make the texture to changes for one to the other base on the distance the idea is to use the detail texture for close distance and wean you are far away to use texture with less nostale taling and because it's difrent texture you able to use whatever scale and texture you wand. 2. the second method i find (this not necessarily solved the taling but still i nice mechanic i find) in 3D game engine ther is one system the call mip maps this system usually generate texture with different base on the screen resolution the see this texture Hoover it is possible to make your own mip mapping that means you able to add or remove detail for thos mip map in the order to do that you have to use a image format call .dds and use a software that you make you edit thos files format one software i find that works for this type off work is gimp you able to export your image file to .dds then one off the make you generate mip map and after that you have to open this image file gimp in the order to edit mip map one last step wean you save make press the export to dds and then use the option use existing mip map im not sure if work in godot though.
Hi! I make a starry sky using a shader in godot. Please tell me how in the shader when creating a starry sky when applying a texture and applying uv = vec2 to it(EYEDIR.x, EYEDIR.z) to get rid of stretching the texture on the horizon, is there any way to shift the uv coordinates of the EYEDIR slightly down to hide these defects, so that the stars closer to the horizon would not be distorted? Google unfortunately did not help. This video bug th-cam.com/video/OFRtexD0eSk/w-d-xo.html
that was help thanks i have QUSTION can u do something like this shader_type of grass this guy WIP Grass 3D Pixel Art :) how all grass are same color but when get shadow can all grass change and that dose note effects other grass grass to grass no shadow but object to grass shaow
guys take in count that this is going to impact in the performance due to calculations, just bake the textures and then apply them on the models directly.
This is called Stochastic Texturing if someone wants to read more on it.
thanks
I've been looking for something like this for months, great work
us
Not sure how I didn't know about the tip at 11:09, that's awesome and will help me a ton
This is absolutely fantastic! I learned so much about the shader tool and the logic structure behind each component.Thank you for the share!
Very interesting, thanks!
P.S.: I love your voice. It's a bit reminiscent of a good guy misunderstood as a cartoon villain, and I'm all for it
lol this made my day thank you very much
Awesome synthetisation of all approaches and very well explained. Thank you !!
This is a really useful video. Thank you!
Amazing tutorial
the greatest video of all time, may god help my stupid doing this via code
absolutely awesome video! very clear instructions. well done bunch of thanks !
You move a little fast for the sake of really understanding the process, but this is still super helpful. Thanks!
woow, this is just incredible, very cool, thanks for sharing
awesome video! Thank you for such a great breakdown
Great video, keep 'em coming!
Clear explanations on a great topic, thank you!
code for 11:54
uv_in -= pivot;
float rotation_radians = radians(rotation_degrees);
float c = cos(rotation_radians);
float s = sin(rotation_radians);
uv_out.x = uv_in.x * c + uv_in.y * s;
uv_out.y = uv_in.y * c - uv_in.x * s;
uv_out += pivot;
The production quality of your video’s are incredible.
And I love how it supports the depth of the information provided! The visual aids are top-notch. Not to mention the completeness and structure of the presentation itself. It's like every time things start go over my head and I wonder "but how am I supposed to do THAT?!" he immediately says "And here's how you do that...".
No joke, this literally happened to me twice during the procedural dungeon tutorial.
Wow, this is what I'm looking for. Thanks mate
Nice video! thanks for the tutorial!
Wow! Excellent tutorial. You've officially made me feel stupid! 😂 But you've also made me think and want to spend a lot more time understanding what you explained here, so Bravo! And thanks for sharing your knowledge.
Brooo u r a legend ur 2 tutorial vids are 🔥🔥🔥🔥 thx
I'm making a procedural game, so this is going to help me tremendously.
Well presented, well explained; Thanks a lot! If I may ask, how did you make the animated "slides" around the 2:15 mark?
Thank you! Everything you see is created in blender. So that is just a 2d plane object that I've animated to go down. It's crazy how much you can do with blender , besides 3d.
100% -- I love blender!
great tutorial!
The Make resurcive for the second noise doesn't seem to do anything.
not 100% sure whether this wouldn't fit the target audience for this tutorial, but the transformation is a little more explicit as a transformation if you first do it with a 2x2 matrix like uv *= mat2(cos(t), -sin(t), sin(t), cos(t));
I'm sorry if this ends up as a duplicate comment but I can't find my original question. I tried doing this in 2D but was unable to get it to work with either a MeshInstance2D or a TextureRect, it would just put the image in the corner and stretch out the edge pixels, it was very strange. Is this possible to do in 2D to get a tiling background effect while still hiding the repetition?
hey I'll try to replicate this in 2d and will let you know if there's something that needs to be done differently. pretty sure it's just a matter of enabling the correct texture flags on import though
Is there anyway to recreate poligon uber mapping from blender and put it in godot
Very good and easy to follow tutorial with perfect examples = follow + like
Can this be used in tilemaps?
this is gold! Thanks
this is so helpful
i have i few ideas for the tailing system in not sure how to do that in godot because i use unity but i thing thos will be useful
1. make i lod Texture what i mean by that if make some form off distance and you have 2 or more texture you able to make the texture to changes for one to the other base on the distance
the idea is to use the detail texture for close distance and wean you are far away to use texture with less nostale taling and because it's difrent texture you able to use whatever scale and texture you wand.
2. the second method i find (this not necessarily solved the taling but still i nice mechanic i find) in 3D game engine ther is one system the call mip maps this system usually generate texture with different base on the screen resolution the see this texture Hoover it is possible to make your own mip mapping that means you able to add or remove detail for thos mip map in the order to do that you have to use a image format call .dds and use a software that you make you edit thos files format one software i find that works for this type off work is gimp you able to export your image file to .dds then one off the make you generate mip map and after that you have to open this image file gimp in the order to edit mip map one last step wean you save make press the export to dds and then use the option use existing mip map im not sure if work in godot though.
Great video.
please apply low pass filter to the audio
Oof and a simple compressor. The volume spikes are seriously severe
Hi! I make a starry sky using a shader in godot. Please tell me how in the shader when creating a starry sky when applying a texture and applying uv = vec2 to it(EYEDIR.x, EYEDIR.z) to get rid of stretching the texture on the horizon, is there any way to shift the uv coordinates of the EYEDIR slightly down to hide these defects, so that the stars closer to the horizon would not be distorted? Google unfortunately did not help.
This video bug th-cam.com/video/OFRtexD0eSk/w-d-xo.html
that was help thanks
i have QUSTION
can u do something like this shader_type of grass
this guy
WIP Grass 3D Pixel Art :)
how all grass are same color but when get shadow can all grass change and that dose note effects other grass
grass to grass no shadow but object to grass shaow
Thankyou! :) (Liked! (+ Sub))
Need more views and subscriber
guys take in count that this is going to impact in the performance due to calculations, just bake the textures and then apply them on the models directly.