**UPDATE** Corrections 💫: 8:11 ** Set the Lenght to 1 (NOT 0) 9:08 ** If the trails looks a bit glitchy play with the settings below .. try turning "CLIP OVERLAPS" OFF... --- remember this is an addon made by an user, so use it carefully :3.. in the future i will show you another method (traditional complex way to achieve this effect)
Hi, I'm the creator of this plugin. Your tutorial is very much appreciated! If anyone has feedback or a feature request let me know, or open an issue on the repo!
Hi, great to see you here! :) Thank you so much for this nice plugin, and contribute with the Godot's community.. It's been a pleasure to create this cool trail effects with the GPUTrail so far.. 💙
I haven't checked this plugin yet myself, but based on the video it looks like there's not a linger time or "emitting" option? I think some effects could benefit from those settings to allow the trail to linger for a few hundred milliseconds after being "turned off". This would mean instead of turning visible on and off, you turn "emitting" off to pause adding the trail vertices, and the linger time setting would allow fading out the trail when emitting is turned off. Maybe the linger setting would get its own curve to control fading over the last length, so rather than the entire thing fading out at once, it fades from oldest to newest in a sort of sweeping motion. Anyways, thanks for creating this. Godot desperately needed a system like this built in. Hopefully this could be integrated into the core engine at some point
Hey Amiros 😁 yeah :D.. it was not easy this time, first tried to made all this from scratch with pure code, and almost loose my mind 😅... but then i fount that nice GPUTrail plugin... I hope in the future Godot adds a native trail system...
@@Le_x_Lu totally get it, I do hope Godot adds a native trail system as well along with many other systems, personally I would prefer if Godot devs focus more on optimizing the engine rather than adding new features, which is already happening, Google is now involved in the Godot development by hiring a team specialized in game engines optimization, this is one of the best things that happened to Godot
for someone looking to understand shaders but has half a braincell (me) your content is so useful since you show techniques and share further knowledge in these videos. also seeing the entire workflow just let's me feel like i finally know the whole things instead of just a concept. i love your content ^^
This plug in will save lives, just finished talking to someone about Godot not having this feature built in for 3d. This is certainly rough but I'll check if the frame work can be extended.
I see.. think Godot will have this feature build in, in the future... I mean, we already have a Line2D component, which allow us to create Trails in 2D.. maybe they can create a Line3D as well.. so we could make 3D trails in godot without using external plugins..
lol.. but, you figured out how to do it by your own which is awesome 🙂.. I had a hard time tried to make all the trails manually or even code a trail system until i loose my mind 🥲.. then i fount that nice GPUTrail addon..
@@Le_x_Lu Yeah, my weekend only got me to a very basic shader, with very limited use. Only good for a straight line, and has no ramp up or ramp down at the start/end. But hopefully, I can combine what I have with the addon to get a cool effect :D
Love your tutorials, one of the best shader tutorials on youtube. Do you dub your videos after recording or do you record video and audio at the same time, because I am also thinking of starting a youtube channel where I will teach game development in godot but I am struggling a bit with audio recording.
thanks man :D.. not at all, i just dub the intro and conclusion.. but the whole tutorial part is recorded live, but have some notes about the effect properties while recording, so i dont need to experiment while recording..
Dear developer, I've encountered a potential issue while using the GPUTrail3D node you developed. When I add this node to a scene, then remove it, and subsequently exit the program, a memory access error occurs. The specific error message is: 0xC0000005: Access violation writing This error is only visible when debugging with VSCode. I'm using Godot version 4.2.2. Could you provide any suggestions to resolve this issue? Thank you for developing this useful plugin.
thank you for the feedback.. i will check it out.. looks like Celyk, the guy who made this plugin, didn't upgrade it to the new version of Godot.. will try to contact him and see if he can upgrade this GPU Trail plugin..
@@Le_x_Lu that would be amazing, it seems like the billboarded trails distort when near your camera, either that or it's because of something else. i'm instantiating new trails for every bullet
thank you for the feedback... I used to do that a lot when i was new at VFX, and in some cases i do (like the portals and bullets).. You can just use a single mesh +script to destroy/instantiate a static mesh with shader.... but over the years i discovered is not always the best approach, specially when working with a team, in some cases is better to completely separate the VFX from code functionality.. Also you can just make it a GPU emitter as well, and link the emission with the animator.. even if it looks its not performant to run a particle system for 1 particle, remember Godot is using C++ in the background and Vulkan rendering API which is famous for separating the GPU and CPU work. and its still better than rely on GDScript for destroying and instantiate all the aura effects when its needed..
good question, as for 2D, No, there's no a 2D equivalent 😥 sorry..But, you can use 2DLines in combination with a texture 🙂.. I've heard its glitchy sometimes, but there are some ways to play around with it to get a effect like this... I'm planning to do a 2D VFX tutorial series in the future, will add it to the list..
7 місяців тому+1
Is there a 2D variant? Using Lines2D has a lot of glitches with UV
No 2D variant 😥 sorry.. Yeah, usually Lines2D are the way to go... mh, i think there's a way to add a shader canvas material on the top of a 2DLine to fix the UV and move it at the same time, like a fire trail... but, i'm not sure.. 🤔 I'm planning to do a 2D vfx tutorial series in the future.. will add a 2D Trail effect to the list...
Nope.. sorry.. the guy who made the addon forgot to add an ON/OFF button 😐... but, the scripts are there maybe its some way to add an if() somewhere with a bool in order to turn it off.. Also you can make it a new scene and delete-instantiate only when its needed in game..
hello 😉, i've been made some effects like the fire, you can use it for the candle.. in the future i will create tutorials that will work for it, like destructible objects debris..
**UPDATE** Corrections 💫:
8:11 ** Set the Lenght to 1 (NOT 0)
9:08 ** If the trails looks a bit glitchy play with the settings below .. try turning "CLIP OVERLAPS" OFF...
--- remember this is an addon made by an user, so use it carefully :3.. in the future i will show you another method (traditional complex way to achieve this effect)
Hi, I'm the creator of this plugin. Your tutorial is very much appreciated! If anyone has feedback or a feature request let me know, or open an issue on the repo!
Hi, great to see you here! :) Thank you so much for this nice plugin, and contribute with the Godot's community.. It's been a pleasure to create this cool trail effects with the GPUTrail so far.. 💙
Awesome work! Would love for this to be integrated directly into the engine.
thanks you both are Life saver in godot. 3d
If its possible add à shadermaterial at this node, like that its possible to animate things on the trail, I think it can be awesome if its possible !
I haven't checked this plugin yet myself, but based on the video it looks like there's not a linger time or "emitting" option? I think some effects could benefit from those settings to allow the trail to linger for a few hundred milliseconds after being "turned off".
This would mean instead of turning visible on and off, you turn "emitting" off to pause adding the trail vertices, and the linger time setting would allow fading out the trail when emitting is turned off.
Maybe the linger setting would get its own curve to control fading over the last length, so rather than the entire thing fading out at once, it fades from oldest to newest in a sort of sweeping motion.
Anyways, thanks for creating this. Godot desperately needed a system like this built in. Hopefully this could be integrated into the core engine at some point
This video is hidden gem.
This is great, you finally did it, the tutorial I’ve been waiting for, bro you are truly one of a kind ❤❤❤
Hey Amiros 😁 yeah :D.. it was not easy this time, first tried to made all this from scratch with pure code, and almost loose my mind 😅... but then i fount that nice GPUTrail plugin... I hope in the future Godot adds a native trail system...
@@Le_x_Lu totally get it, I do hope Godot adds a native trail system as well along with many other systems, personally I would prefer if Godot devs focus more on optimizing the engine rather than adding new features, which is already happening, Google is now involved in the Godot development by hiring a team specialized in game engines optimization, this is one of the best things that happened to Godot
for someone looking to understand shaders but has half a braincell (me) your content is so useful since you show techniques and share further knowledge in these videos. also seeing the entire workflow just let's me feel like i finally know the whole things instead of just a concept. i love your content ^^
thanks mate 💙 ... I'm glad to heard that, always try to make my tutorials as much clear and easy-to-understand as I can. 😀
Thank you I've been waiting for something like this!❤
Oh nice! Been looking for a good weapon trail effect! Thank you
Amazing! Thank you very much! Keep em coming
This plug in will save lives, just finished talking to someone about Godot not having this feature built in for 3d. This is certainly rough but I'll check if the frame work can be extended.
I see.. think Godot will have this feature build in, in the future... I mean, we already have a Line2D component, which allow us to create Trails in 2D.. maybe they can create a Line3D as well.. so we could make 3D trails in godot without using external plugins..
just perfect. Thank you very much !!!!
Wow! Great tutorial as always!
Dude you are the legend
Great job. Hope to see more of these.
Keep the banger videos coming bro
If only you made this video 2 days earlier, I wouldn't have spent the whole weekend painfully making trail effects :P
lol.. but, you figured out how to do it by your own which is awesome 🙂.. I had a hard time tried to make all the trails manually or even code a trail system until i loose my mind 🥲.. then i fount that nice GPUTrail addon..
@@Le_x_Lu Yeah, my weekend only got me to a very basic shader, with very limited use. Only good for a straight line, and has no ramp up or ramp down at the start/end. But hopefully, I can combine what I have with the addon to get a cool effect :D
0:47 "lamentably" (compatriota detectado)
me pillaste o.o! ...
You are amazing dude
Love your tutorials, one of the best shader tutorials on youtube.
Do you dub your videos after recording or do you record video and audio at the same time, because I am also thinking of starting a youtube channel where I will teach game development in godot but I am struggling a bit with audio recording.
thanks man :D.. not at all, i just dub the intro and conclusion.. but the whole tutorial part is recorded live, but have some notes about the effect properties while recording, so i dont need to experiment while recording..
Muy Bien. Good job
As an FYI: Godot will yell at you for setting the trails length to 0, so instead just use something like 1 or some low number
thank you so much 🙏.. you're right, just realized setting it to 0 can bring some problems (warnings).. just added a side note with the correction..
Thank u sm
Dear developer,
I've encountered a potential issue while using the GPUTrail3D node you developed. When I add this node to a scene, then remove it, and subsequently exit the program, a memory access error occurs. The specific error message is:
0xC0000005: Access violation writing
This error is only visible when debugging with VSCode. I'm using Godot version 4.2.2.
Could you provide any suggestions to resolve this issue?
Thank you for developing this useful plugin.
I have a class presentation tomorrow.
And this is EXACTLY what I needed to spice it up
Nice 😮😮
Hi I'm having problem with the plugin
The trail is not showing up how can i fix it
And thanks for your time
thank you for the feedback.. i will check it out.. looks like Celyk, the guy who made this plugin, didn't upgrade it to the new version of Godot.. will try to contact him and see if he can upgrade this GPU Trail plugin..
@@Le_x_Luokay thanks for your time 😀
@@Le_x_Lu that would be amazing, it seems like the billboarded trails distort when near your camera, either that or it's because of something else. i'm instantiating new trails for every bullet
For simple glow just use a quad mesh. Don't use particle system where it's not used as particle system.
thank you for the feedback... I used to do that a lot when i was new at VFX, and in some cases i do (like the portals and bullets).. You can just use a single mesh +script to destroy/instantiate a static mesh with shader.... but over the years i discovered is not always the best approach, specially when working with a team, in some cases is better to completely separate the VFX from code functionality.. Also you can just make it a GPU emitter as well, and link the emission with the animator.. even if it looks its not performant to run a particle system for 1 particle, remember Godot is using C++ in the background and Vulkan rendering API which is famous for separating the GPU and CPU work. and its still better than rely on GDScript for destroying and instantiate all the aura effects when its needed..
is there an equivalent to the Trail extension in 2d?
good question, as for 2D, No, there's no a 2D equivalent 😥 sorry..But, you can use 2DLines in combination with a texture 🙂.. I've heard its glitchy sometimes, but there are some ways to play around with it to get a effect like this... I'm planning to do a 2D VFX tutorial series in the future, will add it to the list..
Is there a 2D variant? Using Lines2D has a lot of glitches with UV
No 2D variant 😥 sorry.. Yeah, usually Lines2D are the way to go... mh, i think there's a way to add a shader canvas material on the top of a 2DLine to fix the UV and move it at the same time, like a fire trail... but, i'm not sure.. 🤔 I'm planning to do a 2D vfx tutorial series in the future.. will add a 2D Trail effect to the list...
Is it possible to on the effect only a particular amount of time
Nope.. sorry.. the guy who made the addon forgot to add an ON/OFF button 😐... but, the scripts are there maybe its some way to add an if() somewhere with a bool in order to turn it off.. Also you can make it a new scene and delete-instantiate only when its needed in game..
@@Le_x_Lu i will change it i need to be a skill power only work when the skill is activated
Maybe you can make it work by using a Timer and binding the timeout signal to a function in which you set the visibility of the trail?
@@marcellomarianetti1770 i will definitely try 👍
❤️f🇮🇳 bro can you please create a video about little nightmares graphic tutorial game
hello 😉, i've been made some effects like the fire, you can use it for the candle.. in the future i will create tutorials that will work for it, like destructible objects debris..
@@Le_x_Lu ❤️
Could be used for godot 3.5?
i don't think so 😟... this plugin was made for Godot 4... but, maybe it works in 3.x versions.. idk..