discussion I wanna make a Shader Course. Would you like a more artistic-oriented approach?
https://www.youtube.com/watch?v=WjK5mNxolwg18
u/ned_poreyra 22h ago
Everyone is doing "the artistic approach", just showing you how to make some specific effect. And then you finish watching and that's the only thing you can do - that one specific thing. Somehow every programming course starts with syntax, data types, operators, ifs, loops etc. and zero shader courses start this way.
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u/visnicio 19h ago
visual shaders exist, and if you into shaders, you probably already know programming or at least knows that you need to use it
the problems are shaping functions and how to learn to combine the formulas (most of vfx artists doesn’t make the calculations, they know the formulas)
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u/HeyCouldBeFun 16h ago
This - I don’t mind copying a formula, but I need to know how to mix and match formulas.
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u/mcfugie 22h ago
I am new. I dont understand much. I feel like there are a few tutorials explaining some shaders in godot. I find it confusing personally making assets in blender and then using them in godot. There are talks of baking and other uv maps. But i havent seen a good walk through to bring them all together, maybe it is just me, or i haven't found one yet. I dont think it would have to be a long meshing video or anything, just like an elbow of a character maybe even some animations and talk through the asset creation process and considerations depending on the shaders used, like how you might not need a normal map for a cell shaded asset. I am still having trouble making sense of this all. But that is what i might see useful to myself right now.
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u/JudgmentSquid 20h ago
Id be interested in a set of shader tutorials that focus on giving the learner "tools" and common applications for those tools.
There are a lot of good (shader) tutorials that show people how to make X or Y, but its a lot harder to find stuff that teaches you how to approach different problems.
Things I have in mind are more abstract "problems" like "I saw this cool thing, how do I start trying to replicate it with a shader?"
Id bet that presenting artistic topics or facets of things and then explaining different ways to replicate those things with shaders might be super valuable.
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u/juancostello 22h ago
I would like a course like this to explain the artistic of shaders but also explain the math behind for Godot
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u/KlukiaDev 21h ago
It looks like an interesting approach. I wonder if it could really be effective for such a complex and technical subject though. Anyway, I'm looking forward to it!
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u/DPrince25 19h ago
For me whichever approach gives me the foundational information I require to build what I want. For example
If I wanted to create an alarm clock, I first need to select the time, which equates to the user setting it via some form of input, then store the data etc.
That’s what I want with shaders the foundational building blocks. If I had a crazy idea of, for example dissolving a card in three different ways, I should know what the steps I likely need to take at a high level overview
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u/HeyCouldBeFun 16h ago
Definitely! I’ve only dipped my toes into shaders and haven’t been ready to take the plunge because it’s such a different programming discipline. Ideally, it’d be good to break down common shader effects in games, not how to copy them, but explaining the elements, concepts and math, and how to combine them with other shaders.
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u/SkyNice2442 22h ago
Definitely artistic. I want to know how to layer shapes and create unique shapes.