This tutorial was amazing. I loved how dense yet consumable it was. I always appreciate when an engine specific tutorial also teaches general concepts of the current topic - as lighting here. One of the best tutorials I have seen yet
Great tutorial. I'm new to Godot and just made the recommended changes to the scene lighting using a procedural sky. They made a huge difference with the colors. The colors pop now, and the meshes now have a much more satisfying silhouette. I wish I could show screenshots before and after the changes. Thank you Tokisan!
Nice one, love the open source focus, totally hits my needs square on the money. Great video! Also the preview of what we are about to learn before doing it helps a lot with understanding "why" we do the steps that follow. Definatly keep that!
In 16:43 you wonder why lighting up the ground lights up the side and bottom faces of the cube: this works the same as it would in a hdr. The whole procedural sky contributes to the environment lighting.
I don’t know why godot or even unity They do not adjust basic lighting settings So that everyone who has no experience can get started Without having to play with the settings This is fundamental to any game engine It should be a priority
About the procedural sky default settings, i think that the main issue is that there's less contrast and gradient variation compared to what you can see in other engines or just by looking at similar generated lighting on the internet. In Godot you have most white part in the horizon and sun but still the first is a very tiny (vertically) portion that very soon fades in the sky light blue, same with the sun. It's like all the white is basically distributed all over the sky itself, very "blurred". Not surprised that everything fades in the faint bluish overall color. Just checking on Google Image usually you see procedural skies with a lighter color in the horizon within around 10-20% of the vertical space of the dome (white or dawn tints), usually still fading to a medium tint of the main blue used for the sky to around half of the vertical space, then the upper part is basically the more or less darker or samey blue gradient. In other cases i think the clouds themselves provide that white part and you could have less variation in the rest of the dome itself without affecting the lighetr tints too much. It'd be cool to have a library of presets for the procedural sky for the various time of day or maybe having an simplified input where you set position on the Earth and time of day and it generates colors and sun positions settings itself, i've seen it in some other rendering software (ex. the Skylight emitter in the Mitsuba renderer ) and it could be a simple way to start a project without having to mess with all those parameters ;)
Nice! I think that I must switch to Godot. This is amazing game engine with big potential! I think in the future there will be AAA games that will be produced on Godot. Who is from 2023?
Thanks. My main job is marketing on a subject matter I don't care for. Pursuing gamedev on the side has kept me sane. I work all the time now, but don't care because gamedev is more fun than playing games, dating, watching movies, etc.
Thanks for this amazing tutorial, it's hard to find these kind of resources when you don't know the technical details of 3D lighting. Do you plan on doing more videos on lighting/post processing stuff?
I've been working on adding more noise algorithms to Godot and it's taken more time than I imagined. After that I plan to show off recent updates to the voxel engine, plus the noise algorithms (for 2D textures and 3D voxels). Then I'll finally get into shader code tutorials.
@@TokisanGames I see... The thing is, tutorials on shaders are never enough! Well, hope everything goes good with those projects. Wish you the best. I will be waiting for more content :)
"Highlights being blown out IS a thing that happens in real world photography." Yes and that's why I take around 20 shots until I can get the exposure right for tonemapping or else the photo is unusable. It's also why I prefer a photo with noisy shadows over a clear one with blown out highlights. Also the reason I sometimes spend a full day on darktable trying to get the tonemapping right and just give up and don't use the photo if I can't get it right.
The video is enlightening ! would really be great to know how you adapted Danil's shader to make it so beautyful. Skies are really painful to make when you are not a shader pro ^^
amazing sky, it instantly create an feeling of fantasy world that makes me want to play the game, despiste the fact that i know there is no game to play. its a "game seller"
Study night time photography. It's far more difficult to light night scenes than day scenes. You must still expose your camera properly even though the image appears dark (but isn't).
If you could make godot tutorial for completely beginner, it will be awesome like simple script of moving player, jump, shoot, flying mechanics etc. Im sure there are people like me who dont have any idea about coding but still want to play around with game engine🤣🤣🤣
Check out kidscancode and gdquest. They have good beginning tutorials. Also work through all the tutorials in the docs and analyze the code in the demos. They are all simple. My focus is on intermediate and advanced tutorials which are sorely needed.
@@TokisanGames Please answer, did you change this shader from godot assets? It seemed to me that in the original shader, the clouds hang too low above my head, but I don’t know how to fix it. In your case, everything looks normal. Do not share the secret? In turn, I redid this shader for the day and night cycle (the Moon and the Sun move, wind direction and strength, there are blinking stars, a simple lightning effect, 2d-clouds for perfomance low settigs). If interested, you can download here. github.com/Lexpartizan/Godot_sky_shader
@@user-sw9ff1ow8h I am not using Bastiaan's shader, which was for the day/night cycle question. I'm using the shader in the YT description. I did modify some aspects of the shader itself, but the changes are minor. I don't think I changed the apparent view distance.
In some engines and modelers they provide very nice lighting. UE4 allows you to create a shadow so an object will cast a shadow on the ground of the HDRI, so it looks more realistic. If blended well into the environment, they can look good.
I liked it but I would've also appreciated not just throwing your own expensive HDR background in the video and leaving me behind with that lol I had to go with procedural sky and couldn't really follow that part of the video
There is no pre-built system you can download and use to create a large, streaming, textured terrain system yet. You'll have to build your own. Shown in this video are godot 3 terrain systems. There is an infinite heightmap terrain tutorial for gd4 by devmar you can follow to get a start, but you'll need to do a lot of coding and shader work to make it robust enough for something like GTA.
I got it 10y ago and it's too low quality. You can find lots of free desert skies you could edit here: hdri-skies.com/ hdrihaven.com/hdris/category/?c=skies hdrmaps.com/freebies
I haven't tried on Android, but the lighting setup uses only one directional light, which any system should be able to handle, otherwise it can't handle 3D at all.
Haven't finished the watching tutorial by the time he said "Don't color your lights" I started pacing around the room in rage. Lmao. These aren't rules, there's more than one way to do this. But, no light in real life is perfectly white, use a Kelvin scale.