#Godoctober Day 15
Diving in collisions at last. For now it's a simple export from blender with "-col" suffix. So complex concave colliders, no batch-export, no material assignement
I'll look for a better pipeline (maybe a plugin?)
#Godoctober Day 15
Diving in collisions at last. For now it's a simple export from blender with "-col" suffix. So complex concave colliders, no batch-export, no material assignement
I'll look for a better pipeline (maybe a plugin?)
#Godoctober day 14
Played with Shader globals: Wetness everywhere π¦
also idk how to use specular & metallic ><
#Godoctober Day 13
Finally tried Global Illumination (SDFGI), played with the settings to get generous light bounces & shadows in hollow buildings.
Also banged my head on triplanar (again)
#Godoctober day 9
Colors! Testing environment settings, removed tonemapper π & played with anti-aliasing. Also tried launching godot with command line. So not much, just setting up a good base
#godotengine #gamedev
#Godoctober Day 8
improved again the rimlight. I needed to understand depth spaces to use the correct one: linear, raw, normalized...
Also had to translate unity shader graphs explanations to godot. The godot doc on depth texture could be better!!
#Godoctober day 7
Still in shader land: improved the rim-light effect. It was quite hard to do with the visual graph, because there's no "sceneDepthFromScreenUV" node. I improved my understanding of the openGL shader pipeline β¨
The rimlight shader is an idea by @HarryAlisavakis)
#GodotEngine #shader
#Godoctober day 6
I tweaked Godot editor settings, changed the theme and changed the awful default 3D navigation (just my tastes, but it drove me crazy)
(theme by @passivestar : https://github.com/passivestar/godot-minimal-theme)
#Godoctober day 5:
still working on a cel-shaded shader
got fresnel working, & learned how to make Custom Visual Shader Nodes
Tomorrow I'll work on the Van shaders!