3:40 could you elaborate on this further more? How to get this negative space inside a fogvolume, just put negative density and thats it? using the same shader? how so?
Nice video. Why do you multiply the UV coordinates by noise_scale when sampling the noise texture? Isn't this the same as changing the frequency of the noise texture? Apparently not because the results don't look the same. But I expected them to be the same.
So about your question, no it is not same as changing noise frequency, By chaniging the uv, you are Distorting the the texture that you are sampling, watch my distortion shader: th-cam.com/video/dRu0vIkRLtw/w-d-xo.html
Very good tutorial, nice shader. But im going to stick with the simple vanilla fog material in Godot. I'm using small portions of fog to hide the origin of a river so this would be overkill for me
In the real game you should not bring the resolution of fog so high, unless the performance of this get better, This is just a tutorial about how you can use this shader, and obviously after you wrote your shader you should bring down the resolution of fog
It's important to remember that framerate is a curve, so the "number of frames lost" isn't meaningful, it's better to think in actual time. Turning on volumetric fog added about 3 milliseconds to the frame. That brings 500fps down to 300fps, but that same amount of added work would only bring 100fps down to 77fps.
what are the GPU/CPU/RAM/VRAM usage for this shader? are they expensive? I just have this weird mental image of godot, using shaders could be slow? thanks in advance!
Using shader by default is not slow, The performance depend on your shader code, If you write a good code it is fast, also if not use them godot will create automatically shaders for you in background
Volumetric fog has similar effect right? I havent tried yet Godot 4, but I hope volumetric fog has enough options/settings ..so I wont have to get into shaders (haha)
Thank you for doing so much about shaders for godot. There could never be enough sources about shaders IMO :)
Your welcome, I am happy to be able to help
Amazing! Definitely the best video on fog I've seen for godot. Thank you so much for sharing
3:40 could you elaborate on this further more? How to get this negative space inside a fogvolume, just put negative density and thats it? using the same shader? how so?
good job
Thanks
Super good, your knowledge of godot is excellent.
So nice of you
Looks great!
Thank you
Great overview!
Thank you
Hi, thanks for your video. With Godot 4.3 fog is not moving over time. Do you have any ideas? Thanks
Great video, really informative!
Glad you enjoyed it!
This is great, thank you so much!
You're very welcome!
very helpful big thanks
You're welcome!
Nice video. Why do you multiply the UV coordinates by noise_scale when sampling the noise texture? Isn't this the same as changing the frequency of the noise texture? Apparently not because the results don't look the same. But I expected them to be the same.
So about your question, no it is not same as changing noise frequency, By chaniging the uv, you are Distorting the the texture that you are sampling, watch my distortion shader: th-cam.com/video/dRu0vIkRLtw/w-d-xo.html
@@mohsenzare2511 I'm not talking about adding noise to the uv. I'm taking only about scaling the uv by a constant
In two word? - Very Nice 👌
Thanks
Very nice!
Thanks
Very good tutorial, nice shader. But im going to stick with the simple vanilla fog material in Godot. I'm using small portions of fog to hide the origin of a river so this would be overkill for me
you'd use particles for that anyways
thanks =)
your welcome
The FPS drop from 500 to 200 when you enable Volumetric Fog, Jesus Christ 😢
In the real game you should not bring the resolution of fog so high, unless the performance of this get better, This is just a tutorial about how you can use this shader, and obviously after you wrote your shader you should bring down the resolution of fog
all i need is 60 FPS
It's important to remember that framerate is a curve, so the "number of frames lost" isn't meaningful, it's better to think in actual time. Turning on volumetric fog added about 3 milliseconds to the frame. That brings 500fps down to 300fps, but that same amount of added work would only bring 100fps down to 77fps.
In one word? - Nice. 👍
Thanks
good tutorial
Thanks
what are the GPU/CPU/RAM/VRAM usage for this shader? are they expensive? I just have this weird mental image of godot, using shaders could be slow? thanks in advance!
Using shader by default is not slow, The performance depend on your shader code, If you write a good code it is fast, also if not use them godot will create automatically shaders for you in background
Hello, is there any way to download the shader?
For now no, I will try to put them in Github for later
This is not working for me
Volumetric fog has similar effect right? I havent tried yet Godot 4, but I hope volumetric fog has enough options/settings ..so I wont have to get into shaders (haha)
Fantastic! Many thanks 👍👍