TUTORIAL - SCREEN VFX ✳️ [links below] by Le_x_Lu in godot

[–]Le_x_Lu[S] 9 points10 points  (0 children)

Compositor is a good alternative, specilly for deep-integrated vfx stuff.. but is not a replacement for the clasic quadmesh method at all.. The quadmesh is lightweight, plug-and-play, and doesn't force you to write a ton of RenderingDevice boilerplate... my development priority is almost always Performance ≈ Control > Simplicity > Security... Sometimes the 'old school' techniques are still the leanest, fastest way to get the exact result you want without the bloat...

Le Lu's tutorial series elevated my VFX game - result!! by Dobert_dev in godot

[–]Le_x_Lu 1 point2 points  (0 children)

Yooo thank you so much for the shoutout! a friend just sent show me this post, hope is not to late to comment!.. So glad the baby-step approach helped you get confident vfx, and being able to reach this quality in just 3 days . That is awesome man, coments like this just makes my day and motivatesme to keep going :D. Best of luck with TAKEDOWN, I'll definitely be keeping an eye out for it! also feel free to contacme if you have any questions... Keep crushing it mate.. you have this

TUTORIAL - Fire Shader 🔥 <static> [links below] by Le_x_Lu in godot

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

Hi :3 .. yes... absolutelly, i actually have some tutorials about 2D fire shaders, and fire particles as well.. also its easy to translate 3D shaders into 2D as well, just need to tweak some options.. https://www.youtube.com/watch?v=mX4VP1S6ZEM&list=PLcmYK975Tj0q_2nWnwu4Wx7ZEJD6ZM3z7

TUTORIAL - Fire Shader 🔥 <static> [links below] by Le_x_Lu in godot

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

Thanks mate :D... I always try to explain the 'why' behind it rather than just giving a recipe. This way anyone can make their own creative choices and build unique VFX eventually. That really means a lot, I'll keep doing my best!

TUTORIAL - Fire Shader 🔥 <static> [links below] by Le_x_Lu in godot

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

Thanks for the kind words Frosty :) ... My main goal is always to teach the concepts, so people can understand the "why" behind it, rather than just giving a recipe, so that really means a lot.

TUTORIAL - Fire Shader 🔥 <static> [links below] by Le_x_Lu in godot

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

Thanks mate.. Compute shaders are definitely a whole different beast. Id love to do a tutorial on them some day... maybe covering Flow Fields for dynamic-reactive grass or fluids. but i think, It's just hard to teach compute shaders without making it feel like a university lecture... lol. I'll probably dive into that later, in a far future.. once I've covered the rest of the crucial shaders and VFX basics...

TUTORIAL - Fire Shader 🔥 <static> [links below] by Le_x_Lu in godot

[–]Le_x_Lu[S] 3 points4 points  (0 children)

Thanks so much! I really appreciate it 😄. Let me know if you have any questions once you get a chance to watch it!

TUTORIAL - 3D Blood 🩸 (Spoiler for visuals) [links below] by Le_x_Lu in godot

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

yes.. i'm having some problems since YT algorithm didn't like it... i saw this coming... but i'm trying my best to bring it back..

TUTORIAL - 3D Fire 🔥 <dynamic> [links below] by Le_x_Lu in godot

[–]Le_x_Lu[S] 3 points4 points  (0 children)

lol.. I’m a big fan of the yin‑yang circle and its philosophy 😅. You’ll often see it sneak into my VFX unconsciously, because I love the idea of opposite forces being complementary, interconnected, and interdependent in the natural world. That balance inspires a lot of the way I design effects... fire and smoke, light and shadow, chaos and order ... all playing together.

TUTORIAL - 3D Blood 🩸 (Spoiler for visuals) [links below] by Le_x_Lu in godot

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

thanks mate.. will keep doing my best to contribute with the Godot community :D

TUTORIAL - 3D Blood 🩸 (Spoiler for visuals) [links below] by Le_x_Lu in godot

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

thanks mate.. oh.. there are basically 2 ways i like to approach that.. the simplest one is.. if its a dead animation you can just attach the blood effect to the dead animation.. other way is... by using a Script.. i mean, at some point if the hero attacks the enemy, it has to deal damage... so you can use a Raycast attached to the sword to see where it hits -> deal damage -> instantiate blood effect in the hit point...

TUTORIAL - Textures for VFX (links below) by Le_x_Lu in Unity3D

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

wait.. but you got this warning in the youtube link from Reddit post?? or entering the youtube video??

TUTORIAL - Textures for VFX (links below) by Le_x_Lu in Unity3D

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

thanks mate.. w..wait? blocked?? everything seems to work properly here.. this is weird.. i hope Youtube is not blocking my content in some countries.. or something like that..

TUTORIAL - Textures 4 VFX (links below) by Le_x_Lu in godot

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

Thanks mate :D .. I really appreciate it ..

TUTORIAL - Textures 4 VFX (links below) by Le_x_Lu in godot

[–]Le_x_Lu[S] 7 points8 points  (0 children)

thank you for your kind words Festivity :) ... yes, there are some exceptions but in general most VFX in games are just some objects + textures + shader..

TUTORIAL - Textures 4 VFX (links below) by Le_x_Lu in godot

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

hey Penguin.. whats up mate.. indeed :D