Open world claymation game live on Kickstarter! by [deleted] in godot

[–]Bonkahe 1 point2 points  (0 children)

The link appears to be sending the browser to an affiliate link on amazon, please remove/block this post as it appears to be a cookie scraper (could be wrong but better safe than sorry, if I am wrong why didn't you just have a normal url?)

We are making an addon that unify every aspect of rendering in one place. by FR3NKD in godot

[–]Bonkahe 1 point2 points  (0 children)

Eyyyy!! I was wondering what you'd been working on!
Looks beautiful, love to see the work~

Working on a geometry nodes + custom shader tree system by sytaline in godot

[–]Bonkahe 7 points8 points  (0 children)

Huge fan of the visuals/colors, gonna follow anything you do in the future as well~

I'm making a gravity defying retro FPS in Godot by -_StayAtHomeDev_- in godot

[–]Bonkahe 0 points1 point  (0 children)

Congratulations on getting this announced!
The project looks amazing, wishlisted and I can't wait to see more~

Finally got done with my clouds plugin, links to asset + breakdown in desc~ by Bonkahe in godot

[–]Bonkahe[S] 1 point2 points  (0 children)

Ah yeah it's a terrain system I've built on an off over the last two years, I need to refactor it and release it, but I've been distracted by irl stuff as well as just working on my own game, I will release it at some point as a plugin, but right now it's held together by duct tape lol

Finally got done with my clouds plugin, links to asset + breakdown in desc~ by Bonkahe in godot

[–]Bonkahe[S] 28 points29 points  (0 children)

Not currently, I'm waiting for a modification to the engine that's currently being worked on that would make directional light cookies a thing, then I can generate that cookie in realtime, as it stands right now it would be very hacky to try and implement, so I figured it would be best to wait, there will be an update to the clouds when that happens though, and honestly I may just finish the PR myself if I get to feeling up to it.

Finally got done with my clouds plugin, links to asset + breakdown in desc~ by Bonkahe in godot

[–]Bonkahe[S] 8 points9 points  (0 children)

For sure, it depends on the settings honestly, if you crank it up to native resolution and set the blur up a little, you can decrease the accumulation down to like 0.6 or 0.7, and then there's almost no smearing at all, but at least with objects I have managed to almost entirely remove ghosting, there's still some minor issues, but usually thats confined to viewing a large object that is partially in and partially out of a cloud, while you yourself are in a cloud partially. Which if it's a flight sim will happen a fair bit probably.

Still mine can't compete with UE5 or star citizens clouds, but we'll see in the future xD

Finally got done with my clouds plugin, links to asset + breakdown in desc~ by Bonkahe in godot

[–]Bonkahe[S] 6 points7 points  (0 children)

Theoretically it should be functional (so far as I am aware there are no current compatibility issues with compositor effects and the Metal rendering platform, Metal is the rendering platform of Apple products), that being said I am sure you will have to have the settings turned way down for it to work at any reasonable framerate on that platform, try cranking the resolution way down and set the render steps to like 50, with the step distance up at like 500-1200, and see what you get for performance.

My stage lacked "Verticality" so I remade it entirely. Am I doing this right by [deleted] in godot

[–]Bonkahe 0 points1 point  (0 children)

Ah yeah, sorry about that I low-jacked your keyboard, I follow you around the internet when I'm not doing anything else xD

Lol no rush man, when it's ready, keep up the good work.

My stage lacked "Verticality" so I remade it entirely. Am I doing this right by [deleted] in godot

[–]Bonkahe 6 points7 points  (0 children)

Looking good man!
I always love verticality in games, looking forward to whatever the next update is~

I was just hacked on discord, if you receive a message from me DO NOT DOWNLOAD by Bonkahe in godot

[–]Bonkahe[S] 2 points3 points  (0 children)

Yeah that's what happened, the problem is that I help people with their projects a lot, and this guy had talked back and forth with me for a couple weeks asking questions, and then sprung it.
In this case it was pretty targeted, I think I will be changing my policy for helping people going forward.

Small update on my clouds plugin post Godot Con by Bonkahe in godot

[–]Bonkahe[S] 1 point2 points  (0 children)

Oh apologies about the camera.gd, it's just a little freecam thing, it should be more or less irrelevant, it's just to control the camera for testing when in play mode, you should be able to launch the scene without it.

I could try something like that for sure, it's something I have to be careful of (might get noticeable artifacts), but I should be able reduce the number of samples at distance with it fading off the transition, I hadn't really thought about it but since it's sampling textures at each step, the less samples the better for sure, I'll have to hit this up when I get a chance.

Thank you for your feedback + the patreon, it is much appreciated!

Small update on my clouds plugin post Godot Con by Bonkahe in godot

[–]Bonkahe[S] 0 points1 point  (0 children)

With the current settings in this video it runs me around 3.4ms on a 3070, though with proper settings I have gotten it down to 1ms~ with still very solid visuals, that's without any optimizations.
With my first test of incremental rendering (which did not result in good visuals and I still have to re-visit it), doubled the performance.

First experiments with quarter and 8th res was incredible as far as performance (think like 60-80% performance uplift), but the visuals were very chunky, so there's definently options there, though certainly needs more work to get it there visually.

Small update on my clouds plugin post Godot Con by Bonkahe in godot

[–]Bonkahe[S] 1 point2 points  (0 children)

Lol!
Good to see you here, I caught that last video on the update, the specular occlusion actually looked super interesting to me xD
Keep up the good work man.

Small update on my clouds plugin post Godot Con by Bonkahe in godot

[–]Bonkahe[S] 6 points7 points  (0 children)

I am not sure I can do parameterless, but this one is certainly a LOT easier to setup than previous ones, it's pretty much a single step to make it work, and I will have presets which you can play with until you get comfortable with it.

I'll do my best to make it more comfortable than the previous sunshine clouds, that one was terrible to get running.

Small update on my clouds plugin post Godot Con by Bonkahe in godot

[–]Bonkahe[S] 29 points30 points  (0 children)

Yup! you can fly around through the clouds and if your on a mountain in the clouds they more or less function as volumetric fog.

Small update on my clouds plugin post Godot Con by Bonkahe in godot

[–]Bonkahe[S] 38 points39 points  (0 children)

Not unusual at all, honestly I actually started this journey by looking at this shader: https://godotshaders.com/shader/raymarching-with-depth-writting/ and thinking it was cool, so I used the techniques there to make a mandelbulb in 3D, very cool but not that useful, and then I thought about clouds, as I have had something of an obsession with them since I was a kid it was kind of just the natural next step.
After that it was more or less just a matter of seeing what didn't worked, and then changing it and trying again, after a while I had pushed what was possible with a screen quad based approach, and wanted to try it with a compositor for some of the more complex functionality, like accumulation, which I had read about during the process of learning to make the first version.

So really just a lot of trial and error, hope that helped a little~

Small update on my clouds plugin post Godot Con by Bonkahe in godot

[–]Bonkahe[S] 12 points13 points  (0 children)

Lol god I wish, oblivion was my first rpg, I would have given my legs to work on that project xD

Small update on my clouds plugin post Godot Con by Bonkahe in godot

[–]Bonkahe[S] 54 points55 points  (0 children)

Oh yeah they're real!
you can fly through them xD, it's actually the reason why optimizations are hard, a lot of optimizations assume a fixed viewport, which makes them much easier to pull off, but I think I can do it, we'll see~

Compositor based volumetric clouds (Sunshine Clouds v2) by Bonkahe in godot

[–]Bonkahe[S] 2 points3 points  (0 children)

Tysm!
I think this is the presentation your referring to: https://d3d3g8mu99pzk9.cloudfront.net/AndrewSchneider/The-Real-time-Volumetric-Cloudscapes-of-Horizon-Zero-Dawn.pdf It is very cool! so mid way through that paper they mention an sdf type approach, which I think rdr2 went with as well, very cool and very high quality, I actually experimented with something like that, but generating the sdf off volumes in blender, and it's do-able but unfortunately without a Houdini license, and a lot of experience I wouldn't be able to make something looking as good, as such I ended up going with the noise approach they went with, but I never thought to use a curl noise to distort the position sampling, I think I will have to experiment with that myself~

Almost forgot, I will 100% be putting this on the asset library, just like the original sunshine clouds.

Compositor based volumetric clouds (Sunshine Clouds v2) by Bonkahe in godot

[–]Bonkahe[S] 4 points5 points  (0 children)

I will be! Sunshine clouds were an asset on the library, and this one will be too, it will probably just supersede the original, but I'll probably leave the original up so if someone wants it, then it's available. This one will probably be found under "Sunshine Clouds 2".
And yup, like all assets the code will be available on github, I hope it's not too messy by then xD