Just an Alert! In Godot 4+, you need to use this line to declare the image used: uniform sampler2D noise_img: repeat_enable; This will force the shader to repeat the texture.
@@picster Like when the character throws a flare how the smoke comes off and the lights up the darkness around it and how it has that flickering kind of light. I think it's in the trailer during the "venture into darkness" section. I'm sure it's multiple effects though.
Thank you. This deserves more likes. I've been scouring youtube to learn more about shaders in godot, and I can safely say that this one's by far the most comprehensivey video out here.
Another incredible tutorial! I played your gamejam game a good while ago and it was when I was semi new to Godot and I thought "Wow okay this engine really can do awesome things" and since you've just pushed it further. I believe Godot needs a defining game and I believe you could be the guy to give it us. PLEASE keep going with the youtube!
I learned quite a lot today following this tutorial. I tried to replicate everything myself on the way: making the noise generator -> learning stuff about the viewport node and noise textures, using the different noise textures for the color channels using gimp and making simple light textures using blender + krita. And obviously I learned a bit about what I can do with shaders, which is why I watched the tutorial in the first place, in a well explained and easy-to-understand way! Thanks a lot for this tutorial!
It's a shame I missed the live Godot QA awhile ago btw, Another great Godot content! I like how you go over the script step by step, instead of outright writing the entire shader and just explaining line by line. The step by step really helps visualizing and understanding the functions and effects of each line of code.
Excellent video. Once you explained moving the different colour channels (unlike all the other videos I watched), everything just made so much sense! Thanks!
Thx for the tut. In case anyone is stuck at the beginning, as of Godot v4.1.3.stable.official, you need to give explicit hints for noise_img wrapping to work. Ie. `uniform sampler2D noise_img: filter_nearest, repeat_enable;`
Please make the code font larger, because... on regular monitors (not 2k) it is too small and it is very difficult to make out what you are doing. Some video creators intentionally enlarge the font to make it easier for others to see. Also increase the settings areas. In Godot you can increase the interface font.
You can create cool RGB noise textures into Blender: Simple instruction: 1. Create plane 2. Add new material, remove default shader 3. Add noise texture and connect into Material output. 3.1. Add Mapping node for scale, rotation or mix it with other textures. 4. Setup camera and Output properties (Right panel), Render properties -> Color management -> View transform -> Standart 5. F12 -> Image -> Save as. Full instruction: 1. Create new project, select Camera, set rotation X,Y,Z to 0. Right click -> Snap -> Selection to cursor. Click G -> Z -> Move camera up. 2. Shift + A -> Mesh -> Plane, Switch to Camera View (Numpad 0), Select plane -> S -> Scale to camera view. 3. Add new material to Plane. 4. Remove default shader node (Principled BSDF), Shift + A -> Texture -> Noise Texture. 5. Connect Noise Texture node to Material output. 6. Output properties (Right panel) -> Setup resolution of your texture & Render properties -> Color management -> View transform -> Standart 5. F12 -> Image -> Save as. I don't know is it TRUE way or not, but it works well for me. I tried to create RGB Noise into Gimp, but it's not easy. Blender way seems much more simple and with a lot of noise settings.
I got an error in the noise generator at line 4, it says "invalid type in function 'get_node' in base 'viewpoint container (Node 2D gd)'. Cannot convert argument 1 from Nill to Node path"
Love this kind of shader content and the way you explain it. I had a question, should we use a shader (if we want) for transitioning between whole scenes? (In performance terms)
You can do that of course, it needs a trick or two to pull it off if you want to transition in a way that both scenes are involved at the same time. If it's a transition with a clear cut (like a full black screen at some point), it's much easier
Awesome stuff. Any reason you didn't save the noise image directly with your Godot noise tool? I was thinking probably could combine the 3 textures in a shader pointing to r,g and b (mutually exclusive), then save off as screenshot. All in one sort of thing to save time, but I may have missed a pain point in doing so.
Sorry if the question is off-topic. I would like to know your opinion on the GDevelop5 engine. I see his advertisements very often. Is he as good as they say or are there pitfalls
Im very frusted. I was looking for a tutorial on this exact topic. Idk if its a problem with the new godt version but there’s simply no repeat option in the import selection. Turning repeat on in the inspector doesn’t let me animate the texture.(it simply stayes as an stretch, what can i do to build shaders?? EDIT: in short, does someone know how to animate a texture using a Texture2D instead of just an Texture?
hey there, i tried following this in godot 4. and the smoke starts out as smoke but turns into a grid. would anyone have suggestions? (hint_color was changed to source_color, that's the only difference i see in terms of the code)