Just a heads up to everyone! This method isn't great at all if u want your bloom to cover a large area. For a better method watch the Cherno's bloom video ;)
It would be good if you could make a video explaining the implementation Bloom for large areas... I have seen the explanation from Cherno's video, but still I think that are few questions to answer about how implementing it... imho :)
Very good video my guy! And although this blur is very good for beginners to grasp the idea, this effect isn't really bloom. To achieve really good bloom, you have to create a series of continuesly smaller textures like 1920x1080,960x540,480x270, etc and blur them using the texture before, and then add them again using the smallest and the second smallest texture, then add the result to the third smallest texture, etc. TheCherno's video called "Bloom." gives a really good overview of the effect, and how it works in Unity, although he doesn't actually show any code. Again, your example is very beginner friendly, and that is appreciated, but this effect can be greatly improved
@@VictorGordan oh I'm basically blind then. Sorry about that. Keep up the good work tho! You are a gem to all of the beginners out there who need some advice other then the learnopengl website
Hey victor, is this the last tutorial on this series? I have some more ideas for this. Why don’t you make a tutorial about screen space reflection or maybe even fancier screen space global illumination?
Yeah, it's the last tutorial. I'll still make computer graphics tutorials but they will be more generalized, so not necessarily for OpenGL, and mostly just an explanation and pseudo-code. For an example of that you can watch my PBR video ;)
Another great video, thank you very much! Do you think it is in the future for your channel to do a tutorial on a raytracing or ray marching hybrid algorithm for OpenGL? I've seen that you've done some other PBR techniques as well, so that would be super cool to see too
Awesome video! I'm wondering if it wouldn't be too much of a bother, could you make a video where you give a concrete example of how collision detection works in 3D space?
Hey victor. I kno this is a whole year late but when I was on tutorial 17, when I load the grass in the grass has a black outline. I compiled your code and it does the same thing, however the video doesn't have the outline. Can you please help
Hello, is that possible to make a tutorial to add collisions or / and physics ? I'm trying to code a 3d game using OpenGL. Thanks you for your tutorial
@@VictorGordan Yeah I think it's hard. Thank you for reply. My game idea is very difficult and I didn't find any tutorial about some idea that I want to add in my game. But thank you for your awesome tutorials.
Great videos! I need to go back and thumb's up all them now... Let's say I have a box and I want to create a simples/small fog/flare/bright/chrome/sparkles (something like that) around the box (that follows it), how I would implement that? Should I create the effect on the fragment shader? I'm really lost on how to do that...
Hmmm, I suggest rewatching the Shaders tutorial or reading up some more on shaders. The vertex shader deals with vertices, not the effects you mentioned. Those would be done in the fragment shader. Most of the things you mentioned are quite different from one another in their implementation, so not sure what to tell u lol. Just google each of them individually and you're bound to find something
@@VictorGordan Yeah, after I wrote it I saw that I made a mistake, it's fragment shader. I edited it later... No problem, but shaders are the right way to go to make this kind of effects? I'll do more research knowing now what to look at.
@@navossoc about the flare, ThinMatrix had a video about this in his OpenGL 3D Game Tutorial series which ran like 5 years ago, although he used this effect on the Sun, you could achieve the same. He also has a fog video if you're interested, in part 14/15, something like that
Victor, when bright objects get too bright, whatever colour it has will all become white. But for this implementation, it will still have the same colour. This video explains it in more detail. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-tI70-HIc5ro.html