Nice! Nice implementation it also looks nice! Thank you for the credit :D We are glad it was interesting and very happy seeing this video, we didn't expect it
this is really cool, however on Godot 4, the because of the viewport, the volumetric camera is in the wrong spot and doesn't follow the main camera, any remedies for that?
The technique of using actual meshes with blur applied reminds me of late PS2 games. Notably Black, as they used a strikingly similar technique which might even be the same one.
This is pretty cool. Ive been trying to learn shaders for a few months now. IIRC I think Godot 4 just has this feature as a single Node and volumetric fog. Ive only used Volumetric Fog Volumes so far working on a demo project. Come to Think of it isnt sticking a light in a Volumetric Fog volume do the same effect? (EDIT) Just did a qiuck check. I didnt realize ForVolume has an ForMaterial resource where you can set its local emission lol
I haven't had any issues with its performance so far, there are only ever a couple of volumetric lights being drawn the to the viewport in the first place + there's a really low resolution so it should perform pretty well.
wow this is almost the same technique i was experimenting with, my idea was using planes with shadow to alpha to get lightshafts though having to render scenes 2 times is certainly more expensive than frustrum voxels, wich 4.0 has build in. if i understand how render targets work and if godot had them this effect could be achieved in one Viewport i guess. though i think you could also use a high framerate, show the volume for 1 frame and then motion motion blur to get them in a interlacing hacky kind of way
@@Styrac not really i got it semi working but it produced Moiré patterns lol also , its basically an overdraw/fillrate hell. though im probaly gonna settle on pre baked lightshaft that basically move with the sun like in mgsV. another idea i had was to fetch the lightmaps an do extruded light volumes like in fallout 4
Nice! Nice implementation it also looks nice!
Thank you for the credit :D We are glad it was interesting and very happy seeing this video, we didn't expect it
Y'alls Devlogs are POG!! Much love to you guys and your project!!
Everyone, watch till the end!
this is really cool, however on Godot 4, the because of the viewport, the volumetric camera is in the wrong spot and doesn't follow the main camera, any remedies for that?
Great tutorial!
The technique of using actual meshes with blur applied reminds me of late PS2 games. Notably Black, as they used a strikingly similar technique which might even be the same one.
Same goes for Silent Hill 4 which is how I found this tutorial. I was trying to find a way to replicate that look in Godot and here I am!
I love the fact that you are a shader magician AND help push Godot's visuals!
Aww thanks so much!
reading someone saying those words about you should rid you of the impostor syndrome once and for all :)
At the start, I didn't understand what's going on... But after you showed that result - everything just clicked!
A WONDERFUL video!
Thank you so much! I'm happy that I was able to explain the concepts to you successfully!
Better than MCU post-credit scenes lol
Lmao yes
This is awesome! It makes a huge difference in atmosphere in the game.
Ikr!
Really useful tutorial, hope u make more :)
Look forward to it! I will be making more tutorials and devlogs too :)
This is pretty cool. Ive been trying to learn shaders for a few months now. IIRC I think Godot 4 just has this feature as a single Node and volumetric fog. Ive only used Volumetric Fog Volumes so far working on a demo project. Come to Think of it isnt sticking a light in a Volumetric Fog volume do the same effect?
(EDIT) Just did a qiuck check. I didnt realize ForVolume has an ForMaterial resource where you can set its local emission lol
We even have a Fog shader_type now!?!?! Can only imagine the things we can do with that. Clouds etc
@@Chevifier problem with this fog is that it's awfully slow to update and it's really not as defined as we'd like it to be
Could this work with sun shafts?
Try and tell us ;-)
What about applovin ads meditation with Facebook in godot
Great work! How is the performance though? I always have issues when rendering multiple viewports, even with low resolution.
I haven't had any issues with its performance so far, there are only ever a couple of volumetric lights being drawn the to the viewport in the first place + there's a really low resolution so it should perform pretty well.
wow this is almost the same technique i was experimenting with, my idea was using planes with shadow to alpha to get lightshafts though having to render scenes 2 times is certainly more expensive than frustrum voxels, wich 4.0 has build in. if i understand how render targets work and if godot had them this effect could be achieved in one Viewport i guess. though i think you could also use a high framerate, show the volume for 1 frame and then motion motion blur to get them in a interlacing hacky kind of way
Did you ever get your lightshafts to work? I'd love to see a demo or some code, I'm trying to get the same effect myself...
@@Styrac not really i got it semi working but it produced Moiré patterns lol also , its basically an overdraw/fillrate hell.
though im probaly gonna settle on pre baked lightshaft that basically move with the sun like in mgsV.
another idea i had was to fetch the lightmaps an do extruded light volumes like in fallout 4