Thanks, till now I haven't found ONE start to finish tutorial on Godot 4 particles in 3D, how to create various types of applications such as making a fire. Most just explain how to manipulate the particles after the particle node has already been created! It's as if we're already all supposed to be experts!
It's funny you should mention that because I actually made this video so I could do just that and skip straight to the more specific applications and direct people to this video for more details. I'm glad that you found this video useful!
Thank you so much! The quality is on par with a paid course. It took me 30 minutes to get through because I kept exploring ideas. Can't wait to see the rest of your channel.
Yes, I just mentioned that also. I can't find a single easy to follow 'Start to Finish' G4 tutorial on using 3d particles. Also, they all seem to start with meshes already made, without explaining how to make those meshes, or where they got them, for instance to create a 3d fire.
Welcome! Hopefully the videos here are useful to you! I'm sorry to hear about the Unity drama though; it's a great tool with some... interesting management choices.
@@spirit5923 Honestly, it really depends on your needs and where you are in your game dev journey. If you're already pretty proficient in C++ or C# (I'm assuming you are if you're coming from Unity) it looks like Flax might be the better choice, at least until Godot brings C# language parity with the rest of the languages supported by GDExtension. That said, engines are just tools and for the most part skills you learn in one can usually be transferred to another so there is no "wrong" answer. Unless you're looking to be hired in the industry, in which case Unreal is probably the best engine to learn now. I just happen to like open source software and the games that I'm planning to make are probably going to work in any 3D engine so that's why I went with Godot.
Thanks! Yeah, that's the plan. Going forward they'll probably be more dedicated to a particular effect, but I might do a full "part 2" if I come up with an effect that does a good job of showing off most of the options I didn't cover in this video.
Thanks for your efforts. I got everything to work until the GPUParticlesCollisionBox3D stuff. That really messed things up and I never understood how get it working, instead the particles just emitted from one of the sides (or all sides) of the collision box. But I really do not need that at this moment. That may have to do also with me running Godot 4.3 where so many of the settings have been moved around compared to in this video. I do hope you get a lot of views and that you are encouraged to do more videos like this, they are sorely needed because there are so little tutorials for Godot compared to Unity. I understand you put in a lot of work into this video, so again a great thankyou. I am going to look at your other videos dealing with Godot.
Great video thanks for covering this. would love to see an example from someone as skilled as yourself like a waterfall or something every scene should have:)
Making a video about a waterfall effect is something that I'm currently experimenting with (along with a fire effect, but no idea which will turn into a video first). I like the idea of talking what every scene should have, maybe an overlooked nodes/resources idea, so I'll add that to my list of topics to consider. Thanks for the suggestion! 😄👍
The yellow box around the emitter is the Visibility box ("Visibility Aabb", technically). Essentially it means that if any part of this box is in view of the camera, the particle system will be rendered.
In general it's something like ProjectSettings.set_setting("[setting name/path goes here]", [setting value goes here]). I will caution though that a lot of the project settings are read only when the game is running so this might not get the results that you're expecting.
Unfortunately, I don't have that much experience optimizing CPU particles instead of GPU particles. If you're unable to use the GPUParticle3D node, a couple of things I would try first are to reduce the number of particles being created, get rid of any transparency, or remove any shadows or lighting effects from it. Again, I'm not sure if those will help with the CPU particle 3D but it's where I would start 🤷♂️
@@wattinteractive I got lag spikes even with just a single particle. It had some transparency and emission. Enabling it or toggling its shown/hidden state caused around ten frames of lag. I feel like I tried absolutely everything to fix it.
But I've read the title as "A (Not So) Brief Overview of 3D _Parties_ in Godot 4" and prepared cute balloons, silly hats, and everything... 😢 Still, a very useful video!
I know this is an old video; but I've giving it a thumbs down. Please don't waste our time. We can see and read for ourselves. You showed nothing that inspired us, or tought us anything we couldn't do ourselves, or was too hard for one person to figure out. You don't even know what some of it does. So thumbs down.
lets fucking go .... im ready for part two ... i even shaved
Thanks, till now I haven't found ONE start to finish tutorial on Godot 4 particles in 3D, how to create various types of applications such as making a fire. Most just explain how to manipulate the particles after the particle node has already been created! It's as if we're already all supposed to be experts!
It's funny you should mention that because I actually made this video so I could do just that and skip straight to the more specific applications and direct people to this video for more details. I'm glad that you found this video useful!
Thank you so much! The quality is on par with a paid course. It took me 30 minutes to get through because I kept exploring ideas. Can't wait to see the rest of your channel.
Thank you. There is a weirdly low amount of particle videos for Godot 4.
Yes, I just mentioned that also. I can't find a single easy to follow 'Start to Finish' G4 tutorial on using 3d particles. Also, they all seem to start with meshes already made, without explaining how to make those meshes, or where they got them, for instance to create a 3d fire.
You're welcome! I'm glad you found it useful 😄
Thanks to Unity''s new Install fee, I'm here
Welcome! Hopefully the videos here are useful to you! I'm sorry to hear about the Unity drama though; it's a great tool with some... interesting management choices.
I'm here for the same reasons. Right now, I'm torn between flax and godot.
@@spirit5923 Honestly, it really depends on your needs and where you are in your game dev journey. If you're already pretty proficient in C++ or C# (I'm assuming you are if you're coming from Unity) it looks like Flax might be the better choice, at least until Godot brings C# language parity with the rest of the languages supported by GDExtension. That said, engines are just tools and for the most part skills you learn in one can usually be transferred to another so there is no "wrong" answer. Unless you're looking to be hired in the industry, in which case Unreal is probably the best engine to learn now. I just happen to like open source software and the games that I'm planning to make are probably going to work in any 3D engine so that's why I went with Godot.
@@wattinteractive Thank you for the insight. I ended up going with Flax, so it makes me feel a little more confident with my decision.
Great video. Looking forward to part 2 if you're going to touch on the particle texture stuff.
Thanks! Yeah, that's the plan. Going forward they'll probably be more dedicated to a particular effect, but I might do a full "part 2" if I come up with an effect that does a good job of showing off most of the options I didn't cover in this video.
Thanks for the overview, seeing all the options you can do with those particles filled me with a lot of ideas!
I'm glad it was helpful, and I'm glad you've found some inspiration from the video! 😄
Thanks for the overview!
Looking forward to more VFX videos!
You're welcome! Thanks for watching! 😄
Thanks for your efforts. I got everything to work until the GPUParticlesCollisionBox3D stuff. That really messed things up and I never understood how get it working, instead the particles just emitted from one of the sides (or all sides) of the collision box. But I really do not need that at this moment. That may have to do also with me running Godot 4.3 where so many of the settings have been moved around compared to in this video.
I do hope you get a lot of views and that you are encouraged to do more videos like this, they are sorely needed because there are so little tutorials for Godot compared to Unity.
I understand you put in a lot of work into this video, so again a great thankyou.
I am going to look at your other videos dealing with Godot.
Great overview of particles, mate. Thanks for sharing 🤝
My pleasure! 👍
thanks for the help!
Thanks my friend
Great video thanks for covering this. would love to see an example from someone as skilled as yourself like a waterfall or something every scene should have:)
Making a video about a waterfall effect is something that I'm currently experimenting with (along with a fire effect, but no idea which will turn into a video first). I like the idea of talking what every scene should have, maybe an overlooked nodes/resources idea, so I'll add that to my list of topics to consider. Thanks for the suggestion! 😄👍
What is the purpose of the yellow cube surrounding the emitter?
The yellow box around the emitter is the Visibility box ("Visibility Aabb", technically). Essentially it means that if any part of this box is in view of the camera, the particle system will be rendered.
do you know how to controle projectsettings in gd script in godot 4 ?
In general it's something like ProjectSettings.set_setting("[setting name/path goes here]", [setting value goes here]). I will caution though that a lot of the project settings are read only when the game is running so this might not get the results that you're expecting.
I experience major lag spikes when enabling CPUParticles3D, even after precaching the material. Any advice?
Unfortunately, I don't have that much experience optimizing CPU particles instead of GPU particles. If you're unable to use the GPUParticle3D node, a couple of things I would try first are to reduce the number of particles being created, get rid of any transparency, or remove any shadows or lighting effects from it. Again, I'm not sure if those will help with the CPU particle 3D but it's where I would start 🤷♂️
@@wattinteractive I got lag spikes even with just a single particle. It had some transparency and emission. Enabling it or toggling its shown/hidden state caused around ten frames of lag. I feel like I tried absolutely everything to fix it.
@@yoshidude64595 What's the mesh that you're trying to render? Is it just a quad mesh?
@@wattinteractive Yes, just a quadmesh. Should I be using a plane instead?
@@yoshidude64595 No, I don't think a plane would offer any improvement over the quadmesh. Do you have collisions enabled for the particles?
But I've read the title as "A (Not So) Brief Overview of 3D _Parties_ in Godot 4" and prepared cute balloons, silly hats, and everything... 😢
Still, a very useful video!
big video, need...
this is great
Thanks! 😄👍
Thanks!
You're welcome! 😄
:O awesome
Thanks! 😄
I know this is an old video; but I've giving it a thumbs down. Please don't waste our time. We can see and read for ourselves. You showed nothing that inspired us, or tought us anything we couldn't do ourselves, or was too hard for one person to figure out. You don't even know what some of it does. So thumbs down.