The models used in this project are from this Humble Bundle: www.humblebundle.com/software/gamemasters-toolkit-assets-tutorials-bundle-software?partner=gamefromscratch Links -------- gamefromscratch.com/godot-4-x-3d-tutorial-lighting-shadows-and-global-illumination/ Learn more about the bundle here: gamefromscratch.com/gamemasters-toolkit-unreal-unity-godot-engine-humble-bundle/ *Is It Legal to Use Unreal Engine Assets in Unity or Godot and Vice Versa:* gamefromscratch.com/using-asset-store-assets-in-other-engines-is-it-legal/ *Unreal to Godot, Blender or Unity:* gamefromscratch.com/exporting-from-unreal-engine-to-godot-unity-or-blender/ Timeline --------------- 0:00 Intro and overview 0:43 Exporting the scene from Unreal Engine to Blender 2:00 General lighting in Godot 4.x - The Finished Results 3:24 Creating a new project and importing the scene 5:25 Fixing an emissive texture in Godot 6:38 Emissive textures in Godot 7:34 Omni Lights, DirectionalLights and SpotLights in Godot 9:44 Creating a SpotLight in Godot 10:42 WorldEnvironment introduction 11:24 Toggling default environment and lighting settings in Godot 12:05 Creating a new WorldEnvironment 12:46 Creating a Sky 13:14 Setting up Tone Mapping 14:14 SDFGI - Signed Distance Field Global Illumination or DynamicGI 15:25 Light color and shadows 16:21 VoxelGI or baked global illumination 18:24 Other WorldEnvironment Settings 19:51 Ambient Lighting 21:25 Overview and recap
Thanks! Really great content. A super tutorial and overview. The Godot docs are great for the details, but as an amateur being walked through the available options and being able to actual 'see' the changes are very valuable and helpful. Also some great nuggets in this video - like setting the light albedo to a pale yellow - are useful for beginners. I think this is a great watch for 'dabblers' like myself. Thanks again GFS!
There is one more option: Lightmap GI, baking the lightmap for static objects. This can be a usecase if you have smaller enclosed levels, and requite a big performance boost compared to the dynamic solutions like voxel GI and SDFGI. (Voxel GI does have a measurable impact on low end hardware).
I guess godot is getting big enough to have haters now haha. Interestingly many of them sound like they're reading the same script. Thank you for your content, Mike.
thanks for this, I kept wanting you to do one after you kept saying "you have to do the lighting yourself" in your previous videos and I'm like "I wish I knew how"
Is there any good tutorial on doing old fashioned baked lighting? I tried to follow the example in the docs and keep my UV2 channel clear, but I'm not having any luck.
Great intro to lighting in godot - best I have seen so far for an overview that doesn’t gloss over important info. Out of interest is this common to build an entire scene outside of godot and import as a single gltf? I usually make a set of modular pieces and import individually then construct in the editor but I much prefer the idea of doing it all in blender and then bringing into the engine. I guess if gltf supports instancing then there’s no reason why not to have a single scene build from many of the same set of meshes?
I guess it depends on the workflow. If its suppose to be a static scene, then I guess it makes sense to have them in one file. Any dynamic objects ( animated or destructible) will of course be its own separate instances scene.
Thank you for hilighting Godot in your videos. I use it a lot in my spare time and like it. I do have to critique the choise of scene though. It was a bad scene for a lighting demonstration with all the weird shader-glitches and vertex paints. It does not let Godot look as good as it could. If you vertex paint everything white in Blender before exporting that may help. Thank you for trying though! :)
Depends what you mean by "full 3D development". From my point of view, it is already is capable (Road to Vostok is one example, although it is still in development). But if you mean AAA features (good terrain editor, RT, better peformance, etc), yeah, it still has a lot of work ahead. Improvements to workflow are needed and welcome, but it's totally possible
Godot has been ready for "full 3d development" for a while now, even before 4.X Define what you actually mean by that for yourself, check if it fulfills whatever criteria you have for a specific project and that's your answer. And if it does lack certain features built into the engine, check if they exist as addons or forks. Godot is most likely not gonna be like Unity or Unreal, not everything will be fully built-in/integrated.
Godot 3D needs some work imo. They don't even seem to have a debugger for drawing line traces in 3D. That's a pretty big problem. I'm sure it will get better over time.
I am newish to godot - probably put around the same time into learning unity before the disaster happened and I moved to godot. I have also used game maker a lot 20 years ago. My gut feeling is that now is a really really good time to get into godot and by the time you are proficient it will have moved along so much.
@@gezbob3508 Yeah I'm sure they'll keep putting work into it to make things better. I've been enjoying working in it, but I tend to run into stuff on the 3D side of things that I don't like very much lol. I'm not trying to spread hate for Godot. I just want it to get better, which I know it will.
No. It's much closer to being viable for 3D games in the latest versions than it used to be, but UE has had vastly more time to advance features and performance. And things like nanite are huge for filmmakers, where they can just slap in some huge unoptimized model and let the engine figure it out. Godot's graphical improvements are also heavily focused on games at the moment. Since it's open source, development effort is spent where the interest is, and all the interest is leaning toward games at this time.
@@brodriguez11000 let me add something, I said AT LEAST 10 years but that's because is when I met Blender, it was up until Blender 2.80 that people started taking it seriously in the professional space. (By the way I met blender 15 years ago, I just did the math 😭.)
Blender was already performant and production-ready, the only thing that bothered newcomers was UI/UX design. Godot, unlike Blender, is slow in runtime and has broken features.
@@charlieking7600 which features are broken? From what I've seen the Godot team takes great care to make sure everything is maintained and working in each release (unlike Unity). What benchmarks are you looking at to say it's slow?
Mike with all respect I feel like ur video quality has dropped off over the past few months. Also: first u claimed defold was buggy cause u didn't see the "ok" button (which to be fair is kind of a bad design decision) and now u do a full on lighting tutorial for Godot? Not only here but also over the past few months I've seen a certain bias in ur content. I've always loved ur content and u r my #1 source of news in the gamedev software space, so I hope u can get on the right track again.
Well to be fair, it's nothing different for him to push for godot. He's been doing that for a really long time. And even have full tutorial series for godot
All due respect Mike but I wish you showed the fraction of love you show to Godot to other engines as well. Your last Flax video was a disaster and now you make a 21 minute video talking about lighting in Godot? There are already so many channels covering this topic. I am not saying don't make Godot videos but man you really hype Godot on another level... It is sad to see what this channel has become. Stride3D is also a very powerful game engine completely open source but you never ever talk about it. I would love to see you promote other engines as well not just Godot. And let's be real Godot is really not looking that good considering it is 23 years old...
Godot is not looking that good? No offense but the last few years they put so much work into the 3D part of the engine. I really love this engine because of the open source license, the great community, the simplicity (which really does not limit you that much) and that it's lightweight. It's so great for single Indie developers and small teams. But I understand your point that Gamefromscratch focuses on Godot very much when you are interested more in getting to know different and more niche game engines.
The Flax engine is miles behind Godot. It has a fraction of funding and is not established yet, it will take quite a long way until Flax is anywhere near Godot.
Godot is looking great and they’re getting so much attention for a reason - because it’s a useful, professional-level application by a well-organized project with dedicated, talented developers. You can prefer other engines for whatever reason if you want, but implying Godot isn’t as good as the projects you mentioned is absurd.
Hey mike, I love your efforts and passion, but I think you should stop promoting godot on your channel. I work with several recruiters in the industry and there are literally 0 jobs for godot in the USA and in the EU. No serious studio uses it professionally and it is near impossible to make money with godot. If all you want is to make a little game and show your grandma, then learn godot. If you are serious about getting a job in the industry or getting freelance gigs, then stick with unity, unreal or your own proprietary engine you have built.
So this would become another channel like the many more that already exists in this platform only covering Unity and/or Unreal? He covers more than just Godot, you know. He made two videos covering Flax Engine and Babylon recently; many other game engines as well. People follow him not because he promotes a single game engine but covers different themes regading game dev. So I think telling him to "stop promoting" a specific engine because there are no jobs out there is not a good approach. There are professional game devs here but also casual gamedevs that want to work on the engine they chose. People would even go solo or build a small team that create games using other engines that are not Unreal or Unity. So promoting other game engines would help those communities grow and give more options to people as well Cheers
What does that have to do with... anything? Either you are a first time viewer that does not know what this channel is about, or you are an internet troll
Godod would have looked cool... in the PS3 era. The lighting is flat, the antialiasing barely works, the shaders are outdated, performance is horrible. There is no reason for an engine to look this bad when Flax is developed by a single guy with barely any funds at all.
a lot of good features that are going to be implemented are currently being worked on or being reviewed in pull requests (like dynamic gi, tonemapper, etc)
The models used in this project are from this Humble Bundle:
www.humblebundle.com/software/gamemasters-toolkit-assets-tutorials-bundle-software?partner=gamefromscratch
Links
--------
gamefromscratch.com/godot-4-x-3d-tutorial-lighting-shadows-and-global-illumination/
Learn more about the bundle here:
gamefromscratch.com/gamemasters-toolkit-unreal-unity-godot-engine-humble-bundle/
*Is It Legal to Use Unreal Engine Assets in Unity or Godot and Vice Versa:*
gamefromscratch.com/using-asset-store-assets-in-other-engines-is-it-legal/
*Unreal to Godot, Blender or Unity:*
gamefromscratch.com/exporting-from-unreal-engine-to-godot-unity-or-blender/
Timeline
---------------
0:00 Intro and overview
0:43 Exporting the scene from Unreal Engine to Blender
2:00 General lighting in Godot 4.x - The Finished Results
3:24 Creating a new project and importing the scene
5:25 Fixing an emissive texture in Godot
6:38 Emissive textures in Godot
7:34 Omni Lights, DirectionalLights and SpotLights in Godot
9:44 Creating a SpotLight in Godot
10:42 WorldEnvironment introduction
11:24 Toggling default environment and lighting settings in Godot
12:05 Creating a new WorldEnvironment
12:46 Creating a Sky
13:14 Setting up Tone Mapping
14:14 SDFGI - Signed Distance Field Global Illumination or DynamicGI
15:25 Light color and shadows
16:21 VoxelGI or baked global illumination
18:24 Other WorldEnvironment Settings
19:51 Ambient Lighting
21:25 Overview and recap
Thanks! Really great content. A super tutorial and overview. The Godot docs are great for the details, but as an amateur being walked through the available options and being able to actual 'see' the changes are very valuable and helpful. Also some great nuggets in this video - like setting the light albedo to a pale yellow - are useful for beginners. I think this is a great watch for 'dabblers' like myself. Thanks again GFS!
Godot has quite a way to go for 3D primarily for rendering. Getting a lot of graphical glitches from doing basic things with lighting.
u hating. ur code prolly suck twin
There is one more option: Lightmap GI, baking the lightmap for static objects. This can be a usecase if you have smaller enclosed levels, and requite a big performance boost compared to the dynamic solutions like voxel GI and SDFGI. (Voxel GI does have a measurable impact on low end hardware).
I guess godot is getting big enough to have haters now haha. Interestingly many of them sound like they're reading the same script. Thank you for your content, Mike.
objective criticism of the engines limits is being a hater?
thanks for this, I kept wanting you to do one after you kept saying "you have to do the lighting yourself" in your previous videos and I'm like "I wish I knew how"
I really appreciate these videos
Nice job. I was also thinking about making some small tutorials since i made a lot of tests in Godot4
I'm looking forward to your tutorials 🙏
Is there any good tutorial on doing old fashioned baked lighting? I tried to follow the example in the docs and keep my UV2 channel clear, but I'm not having any luck.
Great intro to lighting in godot - best I have seen so far for an overview that doesn’t gloss over important info.
Out of interest is this common to build an entire scene outside of godot and import as a single gltf? I usually make a set of modular pieces and import individually then construct in the editor but I much prefer the idea of doing it all in blender and then bringing into the engine. I guess if gltf supports instancing then there’s no reason why not to have a single scene build from many of the same set of meshes?
I guess it depends on the workflow. If its suppose to be a static scene, then I guess it makes sense to have them in one file. Any dynamic objects ( animated or destructible) will of course be its own separate instances scene.
@@Deliveredmean42 ok cool that makes sense, thanks!
Huh, it's been a long while since I saw non-new tutorials here ❤
Great tutorial, thanks!🙂
Thank you for hilighting Godot in your videos. I use it a lot in my spare time and like it. I do have to critique the choise of scene though. It was a bad scene for a lighting demonstration with all the weird shader-glitches and vertex paints. It does not let Godot look as good as it could. If you vertex paint everything white in Blender before exporting that may help. Thank you for trying though! :)
it would have been nicer to use the hddagi build tho. Atleast it would have worked way better.
lighting tutorial for gl_compatibility when?
Godot 4 needs an usable gl_compatibility in first place 😅
(I'm still using Godot 3 for this reason, unfortunately)
Mike you are the best godot tutor ever ❤
i wonder how much farther godot has to go before it's ready for full 3d developement
Depends what you mean by "full 3D development". From my point of view, it is already is capable (Road to Vostok is one example, although it is still in development). But if you mean AAA features (good terrain editor, RT, better peformance, etc), yeah, it still has a lot of work ahead. Improvements to workflow are needed and welcome, but it's totally possible
Godot has been ready for "full 3d development" for a while now, even before 4.X
Define what you actually mean by that for yourself, check if it fulfills whatever criteria you have for a specific project and that's your answer.
And if it does lack certain features built into the engine, check if they exist as addons or forks.
Godot is most likely not gonna be like Unity or Unreal, not everything will be fully built-in/integrated.
Godot is ready now, and with 4.3 hitting us soon with the new HDDA which is replacing SDFGI you will see amazing changes
I was just googling day night cycle godot world environment lol
Godot has a new bias
@@kmouratidis "no setup and dependency installation" you should stop using computers if that's your standard for a software to be worth your time
Godot 3D needs some work imo. They don't even seem to have a debugger for drawing line traces in 3D. That's a pretty big problem. I'm sure it will get better over time.
I am newish to godot - probably put around the same time into learning unity before the disaster happened and I moved to godot. I have also used game maker a lot 20 years ago. My gut feeling is that now is a really really good time to get into godot and by the time you are proficient it will have moved along so much.
@@gezbob3508 Yeah I'm sure they'll keep putting work into it to make things better. I've been enjoying working in it, but I tend to run into stuff on the 3D side of things that I don't like very much lol. I'm not trying to spread hate for Godot. I just want it to get better, which I know it will.
@@Torbulous yeah I’m sure it’s gonna get the blender treatment and will just get better and better now.
It looks so bad. Well, it was possible to adjust the lighting to make it look normal
Staggering. 🤔
Illuminating 😂
👍
That's super interesting for us filmmakers! Is Godot 4.x actually an alternative to UE5 for filmmaking yet?
No
No. It's much closer to being viable for 3D games in the latest versions than it used to be, but UE has had vastly more time to advance features and performance. And things like nanite are huge for filmmakers, where they can just slap in some huge unoptimized model and let the engine figure it out.
Godot's graphical improvements are also heavily focused on games at the moment. Since it's open source, development effort is spent where the interest is, and all the interest is leaning toward games at this time.
People used to say the same about blender (at least) 10 years ago and now it has been used in Spiderverse.
Ten years is a lifetime in computing.
@@brodriguez11000 let me add something, I said AT LEAST 10 years but that's because is when I met Blender, it was up until Blender 2.80 that people started taking it seriously in the professional space.
(By the way I met blender 15 years ago, I just did the math 😭.)
Blender was already performant and production-ready, the only thing that bothered newcomers was UI/UX design.
Godot, unlike Blender, is slow in runtime and has broken features.
@@charlieking7600 which features are broken? From what I've seen the Godot team takes great care to make sure everything is maintained and working in each release (unlike Unity). What benchmarks are you looking at to say it's slow?
Off topic a bit, but the first time I installed Blender was on my HP Ipaq PocketPC 😂
Lightyears behind Unity, don't even mention Unreal lol
then why are you here?
@@saul8510 to see first hand how bad it is, despite the overwhelming amount of shills
Mike with all respect I feel like ur video quality has dropped off over the past few months.
Also: first u claimed defold was buggy cause u didn't see the "ok" button (which to be fair is kind of a bad design decision) and now u do a full on lighting tutorial for Godot? Not only here but also over the past few months I've seen a certain bias in ur content.
I've always loved ur content and u r my #1 source of news in the gamedev software space, so I hope u can get on the right track again.
Well to be fair, it's nothing different for him to push for godot. He's been doing that for a really long time. And even have full tutorial series for godot
All due respect Mike but I wish you showed the fraction of love you show to Godot to other engines as well. Your last Flax video was a disaster and now you make a 21 minute video talking about lighting in Godot? There are already so many channels covering this topic. I am not saying don't make Godot videos but man you really hype Godot on another level... It is sad to see what this channel has become. Stride3D is also a very powerful game engine completely open source but you never ever talk about it. I would love to see you promote other engines as well not just Godot. And let's be real Godot is really not looking that good considering it is 23 years old...
Godot is not looking that good? No offense but the last few years they put so much work into the 3D part of the engine. I really love this engine because of the open source license, the great community, the simplicity (which really does not limit you that much) and that it's lightweight. It's so great for single Indie developers and small teams.
But I understand your point that Gamefromscratch focuses on Godot very much when you are interested more in getting to know different and more niche game engines.
The Flax engine is miles behind Godot. It has a fraction of funding and is not established yet, it will take quite a long way until Flax is anywhere near Godot.
I did a Flax tutorial a few months back.
th-cam.com/video/tm9yktTzpDE/w-d-xo.html
Godot is looking great and they’re getting so much attention for a reason - because it’s a useful, professional-level application by a well-organized project with dedicated, talented developers. You can prefer other engines for whatever reason if you want, but implying Godot isn’t as good as the projects you mentioned is absurd.
Why do you hate godot?
Also wat? 23 years?
Hey mike, I love your efforts and passion, but I think you should stop promoting godot on your channel. I work with several recruiters in the industry and there are literally 0 jobs for godot in the USA and in the EU. No serious studio uses it professionally and it is near impossible to make money with godot. If all you want is to make a little game and show your grandma, then learn godot. If you are serious about getting a job in the industry or getting freelance gigs, then stick with unity, unreal or your own proprietary engine you have built.
Got you, deleting godot repo right now
I cover all aspects of game development, from hobbiest to indies to AAA.
So this would become another channel like the many more that already exists in this platform only covering Unity and/or Unreal? He covers more than just Godot, you know. He made two videos covering Flax Engine and Babylon recently; many other game engines as well.
People follow him not because he promotes a single game engine but covers different themes regading game dev. So I think telling him to "stop promoting" a specific engine because there are no jobs out there is not a good approach. There are professional game devs here but also casual gamedevs that want to work on the engine they chose. People would even go solo or build a small team that create games using other engines that are not Unreal or Unity. So promoting other game engines would help those communities grow and give more options to people as well
Cheers
What does that have to do with... anything? Either you are a first time viewer that does not know what this channel is about, or you are an internet troll
That’s not how you change the situation to something better
Godod would have looked cool... in the PS3 era. The lighting is flat, the antialiasing barely works, the shaders are outdated, performance is horrible. There is no reason for an engine to look this bad when Flax is developed by a single guy with barely any funds at all.
a lot of good features that are going to be implemented are currently being worked on or being reviewed in pull requests (like dynamic gi, tonemapper, etc)
Using a Microsoft language (C#) in part no less.
@@brodriguez11000flax engine is written in c++, and editor in c#.
besides, c# is open source now, influenced mostly by a separate non profit organization, the .NET Foundation.
Flax lacks occlusion culling. So it's not great choice for many users.