#Graphics General

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safe urchin
white willow
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The shadows and the lag I'm not sure as I haven't had those issues occur

safe urchin
#

those are android issues maybe

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I didn't see it on windows

white willow
#

The shadow thing is common across all platforms from what I know. It's a thing with shadow bias

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Not much anyone can really do about it though

safe urchin
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these lines

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in windows too ?

safe urchin
#

ok

white willow
#

Hmmmm seems like it may be an android issue as I'm not having it on my phone

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Still not much can be done either way

white willow
safe urchin
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But it was lighter

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Now it's more noticeable

white willow
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Hm. Yeah there's always been those little lines like that but never that bad

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Unless your phone had a mali gpu

safe urchin
white willow
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Probably an Apple thing idk

blazing whale
white willow
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That's the thing

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It is off

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It's like hard capped at 60

long ruin
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Same when I used a vsync disabler pack on Xbox

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Still stayed at 60

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I'm curious on why they removed the Vysnc Toggle from the video settings

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It was available in the 1.20.30 or .40 previews

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Then got removed

sonic canopy
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Does that still happen if you set find to midnight?

viscid moth
#

what is happening with with copper grate block

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left is copper grate and right is copper block using copper grate texture

sonic canopy
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Subsurface scattering maybe?

viscid moth
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maybe I am missing something here

sonic canopy
#

Since currently subsurface scattering is hardcoded for specific blocks, maybe it was also added to copper grate by mistake

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Subsurface scattering is mutually exclusive with metalness, so that'd explain why metal channel does nothing

viscid moth
#

this softening issue of the color
has been happening since the beginning

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but we'll see if this will get fixed when SSS is customizable

viscid moth
#

colors just get really soft

sonic canopy
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I think RTX also has issues with that block, it gets treated as glass and refracts light.

viscid moth
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yeah

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they might be using glass block in blocks.json
will see changing it helps anything

sonic canopy
#

Waait

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That almost sounds like copper grate is data driven? šŸ‘€

viscid moth
#

yo????

silent zealot
tribal trail
faint snow
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I would rather have fake sun rays with no eye bleaching fog

white willow
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For me it depends. Fog done right looks great. I need to redo a lot of my fog now that I have better knowledge on how it works

dark wyvern
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Sorry if i am onterupting anything but
can somone tell me where I can download bedrock shaders (for pc) safely? I have seen many shady sites and all of them are only for the mobile version

And I saw somone say mcpedl but isn't it only, you know, for the pocket aka mobile version?

white willow
#

No not at all. Mcpedl is for any platform

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All the popular RTX packs are on there

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All the deferred packs are on there

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Anything on there can be used by any platform

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It's a general bedrock addons/resource pack site

dark wyvern
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So when it says like "version 1.20.60" this also includes the PC version

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And when I saw a shader I like it said "does not support normal minecraft" and needs an RTX version, I assume that's kinda like a Java side library that needs to be installed?

pale urchin
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For instance, if it's an RTX texture pack, it's PC only since that's the only place Minecraft supports it.

white willow
dark wyvern
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So I do not need to search for a "PC" version of the download cuz it already supports it?

white willow
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you do not have to search for a pc version

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any version thats on there is compatible wiht bedrock edition no matter the platform

dark wyvern
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Hm interesting thank you very much for this helpful information
On last question tho
Is the site "mediafire" safe tho?

white willow
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yes

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mediafire is one of the safest third party download sites

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to my knowledge

dark wyvern
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Okay I will try and download a shader, thank you so so much again

sonic canopy
graceful iron
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found a funky bug

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essentially, some blocks that emit light (lava, sea lanterns, etc) without deferred start emitting vanilla light instead of pointlights

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this is also followed by the global.json file suddenly breaking and not working anymore

silent zealot
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Yeah, global.json not working has been an issue in the .80 previews as well

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Anyone made a bug report?

graceful iron
crisp mangoBOT
graceful iron
#

(pls tell me if i should edit/add anything, would be much appreciated)

silent zealot
graceful iron
tribal trail
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you need to add your own pointlights

graceful iron
white willow
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Hm. Is anything else within your global working

tribal trail
#

you are doing something wrong

graceful iron
white willow
graceful iron
tribal trail
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because I'm almost sure everything works for my pack

graceful iron
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I also had this happen to me before when my pack was previously working whilst I was taking screenshots, so I’m still not fully sure about that.

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Idk, I’m just confused with deferred in general rn

white willow
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all good. i got the files and im gonna see whats wrong with it

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I FIXED IT

tribal trail
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Bruh

graceful iron
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I should remove that bug report and make a new one about the weird vanilla light thing later

white willow
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vanilla light is intentional

graceful iron
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ah nvm

white willow
#

far away light sources use vanilla light when the point light is out of render distance

graceful iron
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I mean up close

white willow
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that shouldnt be an issue now with the fixed point lights

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but anything without a pointlight would use the vanilla lightmap

tribal trail
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deferrred blends colorful pointlight lighting with vanilla lighting

graceful iron
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I should get sleep. My brain is refusing to understand stuff rn, so I’m just going to look at this again tomorrow

tribal trail
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pointlight shadows would be too dark without vanilla lightning

silent zealot
sonic canopy
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Hmm...

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Anyone tried global_metalness_emissive_roughness_subsurface?

sonic canopy
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Works for me... including subsurface channel šŸ‘€
Tho I also disabled all textures, let me see if it works when there are some PBR textures present

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Regular global_metalness_emissive_roughness also works for me

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In what way was it broken again?

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Subsurface scattering chicken

silent zealot
sonic canopy
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[0,0,255]

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Ah, I just used example global.json file btw, it had too large sun illuminance

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That's why reflections are so intense

silent zealot
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Everything should be emissive, but it isnt

sonic canopy
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Top part doesn't have a texture

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What's unfortunate about subsurface scattering channel is that we can't (to my knowledge) set it per-block in texture sets, so if you define a global sss value, all blocks, with or without a texture will have it

sonic canopy
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Only works globally tho, I wasn't able to get metalness_emissive_roughness_subsurface key working in texture sets

sonic canopy
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This is the global schema, just in case

quick beacon
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I'll mess around with it later šŸ™ƒ

sonic canopy
#

Also might be worth checking if editing MER alpha channel affects subsurface

sonic canopy
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YEEESSSS

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Subsurface scattering in texture sets

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works

long ruin
quick beacon
viscid moth
sonic canopy
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Hold on a sec, I'm testing some stuff. I'll tell you how it works in a bit

viscid moth
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yes pls doo

vague shoal
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I wish there could be a way to call deferred a shader without making everyone mad

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😢

quasi trench
vague shoal
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I can’t even say it without having my roles removed

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From yss

silent zealot
earnest sierra
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Except Veka will be sad

vague shoal
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I don’t wanna upset veka

sonic canopy
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I'll get over it... eventually

vague shoal
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And I really don’t wanna make light mad

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So I can’t

quasi trench
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shadernt

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graphics mode

quick beacon
vague shoal
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ā€œDeferred shadingā€

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Would that be ok?

sonic canopy
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Seriously tho, ultimately it's not a big deal, you can call whatever you want however you want. But you also should keep in mind that it's also totally okay for someone else to mention that it may not be the most fitting name, it's just important to not take it to the extremes, you shouldn't bully or harass someone for the terminology they're using.

quick beacon
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When someone bullies you for calling it shaders, ping me.

vague shoal
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(Lightyagami)

silent zealot
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sunglassesHQ But uh, by all means, I would love to get my ban count up /s

vague shoal
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There’s one problem

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Light yagami refuses to let me call deferred a shader

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I’m pretty much forced

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I removed it from my video titles

quick beacon
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That is taken too far imo

earnest sierra
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Deferred isn’t a shader?! I’ve been lied to smh

quick beacon
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no one should be forced to call it what 1 person wants it to be called

vague shoal
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And I even had my favorite role removed from yss

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For a little while

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So what I’ll do is just call it shader only around my friends

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In other servers

quick beacon
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You should be safe here

quasi trench
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in the end, deferred will be called what mojang decide on when its finished & ready for marketing

blazing whale
vague shoal
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Ik

sonic canopy
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Data-Driven Subsurface Scattering (commonly abbreviated as SSS)

  • In texture sets, use metalness_emissive_roughness_subsurface (requires format version of 1.21.10). Subsurface is controlled in the alpha channel.
  • In global.json, use global_metalness_emissive_roughness_subsurface
    Subsurface is mutually exclusive with metalness, if metalness value is greater than subsurface, pixel will be metallic, otherwise pixel will have subsurface scattering. Also, subsurface and metalness internally share the same 8bit channel, so that means you actually only get 7 bits of precision (8th bit indicates whether it's metallic or subsurface channel), so instead of 256 possible values you only get 128 for metalness and subsurface, but you shouldn't have to worry about it, both metalness and subsurface are still authored in 0-255 range, and you're unlikely to notice any precision loss in-game.
silent zealot
sonic canopy
silent zealot
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prayge Items PBR soonā„¢ļø though, knowing Mojang, all my favourites will be released last

sonic canopy
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Time to rename your MER textures to MERS bao_mob_frog

silent zealot
long ruin
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Basically threw a tantrum

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Accusing him of spreading misinformation

mossy verge
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They never really forced him

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Just asked to not spread misinformation

tribal trail
earnest sierra
tribal trail
viscid moth
silent zealot
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[Metalness, emissive, roughness, subsurface]

viscid moth
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oh

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got it

sonic canopy
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Yeah, you can specify them separately, in 0-255 range. What I meant is that colors will be compressed to 0-127 range internally, so you'd get slightly less precision for gradients.

viscid moth
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should be json "metalness_emissive_roughness_subsurface": [0, 255, 0, 0],

sonic canopy
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So for example 255 and 254 will be compressed to the same value, so you wouldn't be able to tell the difference. In most cases, you shouldn't even have to worry about that, it should be plenty or precision for gradients in MC

viscid moth
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anyway fucking W for veka for finding this out

sonic canopy
tribal trail
quasi trench
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subsurface scattering dirt and sand?

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or you did a sneaky texture change again

tribal trail
quick beacon
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It looks better

quasi trench
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the lines tho ughhhh- they ruin everything

white willow
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Hmmmmmmmmm imma have to play with this later

tribal trail
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lovely

viscid moth
white willow
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Heightmaps died so subsurface scattering could thrive

viscid moth
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lmao

white willow
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So this utilizes the alpha layer. But is also tied to metalness.. would thag mean I'd have to make the whole thing transparent for this to work or just the metalness

sonic canopy
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You just have to keep in mind that each pixel can either have metalness or subsurface, but not both. Also if you don't need subsurface for your block, you can still specify just metalness_emissive_roughness, and it will use the default subsurface from global.json instead

white willow
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I might just wait on this since today should be a preview day and we may get documentation on it

sonic canopy
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Preview day is tomorrow tho?

white willow
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I thought it was Tuesdays

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Maybe I'm wrong

astral hatchBOT
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When Preview?

It is unlikely to be preview day my dudes

When do Previews usually happen?

Previews usually occur on a Wednesday or Thursday between <t:1703692800:t> and <t:1703700000:t>

white willow
#

Oh nvm then

viscid moth
white willow
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My brain is all jumbled today sorry

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I will give this a go though because it looks interesting and I have ideas for it

sonic canopy
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Subsurface on opaque blocks from point lights is a bit harsh tho imo

white willow
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Oh jeez. Does the amount of sss you give make a difference or nah

sonic canopy
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It only affects SSS intensity

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But not the harsh falloff

white willow
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Ah

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What effect would this have on glass

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Or would it not do anything because of how transparent things are handled

tribal trail
viscid moth
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replace the damn version number and add subsurface

import os
import json

def replace_text_in_directory(directory):
    for root, dirs, files in os.walk(directory):
        for filename in files:
            if filename.endswith(".json"):
                filepath = os.path.join(root, filename)
                with open(filepath, 'r') as file:
                    lines = file.readlines()
                updated_lines = [line.replace("1.16.100", "1.20.90") for line in lines]
                if len(updated_lines) >= 5:
                    updated_lines[4] = replace_texture_line(updated_lines[4])
                with open(filepath, 'w') as file:
                    file.writelines(updated_lines)

def replace_texture_line(line):
    """Replace 'metalness_emissive_roughness' in the specified line."""
    return line.replace('"metalness_emissive_roughness"', '"metalness_emissive_roughness_subsurface"')

if __name__ == "__main__":
    script_directory = os.path.dirname(os.path.abspath(__file__))
    replace_text_in_directory(script_directory)
silent zealot
#

I wouldn't have done that personally, but if it works it works

viscid moth
sonic canopy
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Yeah, there's no need to do that imo

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Both metalness_emissive_roughness and metalness_emissive_roughness_subsurface still work, and you can specify default subsurface in global.json, even if you have an old format or MER key

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But if you're going to be updating a bunch of textures, then I can see how this can be useful

viscid moth
sonic canopy
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Yes, particles too

silent zealot
viscid moth
silent zealot
#

THere is a batch find replace

viscid moth
white willow
#

I mean in theory not very many blocks would actually need the sss change as most wouldn't make a lot of sense to have it

viscid moth
#

yeah most don't need sss like rocks and metal blocks

silent zealot
viscid moth
sonic canopy
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Also I'd love to see that added to BRTX or at least its community modifications

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I'm sure it'll be at least possible in RTX mods

silent zealot
#
import glob
import json

def get_json_from_file(fh):
    try:
        # If possible, read the file as JSON
        return json.loads(fh)
    except:
        # If not, read the file as a string, and try to parse it as JSON
        contents = ""
        for line in fh.splitlines():
            cleanedLine = line.split("//", 1)[0]
            if len(cleanedLine) > 0 and line.endswith("\n") and "\n" not in cleanedLine:
                cleanedLine += "\n"
            contents += cleanedLine
        while "/*" in contents:
            preComment, postComment = contents.split("/*", 1)
            contents = preComment + postComment.split("*/", 1)[1]
        return json.loads(contents)

def main():
    for file in glob.glob("features/*.json", recursive=True):
        try:
            with open(file, "r", encoding="utf-8") as fh:   
                json_data = get_json_from_file(fh.read())
                json_data["format_version"]="1.20.90"
                json_data["minecraft:texture_set"]["metalness_emissive_roughness_subsurface"] = json_data["minecraft:texture_set"].pop("metalness_emissive_roughness")
            with open(file, "w", encoding="utf-8") as fh:
                json.dump(json_data, fh, indent=4, ensure_ascii=False)
        except Exception as e:
            print("Error in file: " + file)
            print(e)
            raise

main()
``` Here's my python script anyways
viscid moth
#

wtf wrong with my pack
i have bad reflections bugs but on prizma it's fine?

sonic canopy
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Skylight is too bright would be my guess

white willow
#

She went in a made ALOT of changes that reduce the issues tied to reflections

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I've tried many times to replicate it and I can't

viscid moth
sonic canopy
#

Scattering coefficients are also important

viscid moth
#

In my wip pack it's 20k
My release pack uses 10

viscid moth
#

Now it's back after I deleted the wrong fog files 😭

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Hopefully this bug will be fixed in the next preview

vague shoal
#

other than better rtx

sonic canopy
#

I mean it's probably safe to assume that there will be more at some point. At least more BetterRTX presets, since they're kinda separate shaders already.

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That might even be added in BetterRTX update

vague shoal
sonic canopy
#

The subsurface scattering support

vague shoal
#

oh

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also

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is mojang ever gonna come back to rtx

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and fix it

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although i can’t even play it in the first place

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it still interests me if they will fix it and make it better

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like brtx did

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but officially

sonic canopy
#

Idk, hopefully yes. I think they might look into platform specific features like custom shaders and RTX after deferred is done, since on the QnA they said that the focus rn is on cross platform features.

vague shoal
#

i’m hoping they can bring custom clouds and waving plants to deferred

quick beacon
long ruin
#

Yepper

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And the false hope of having it on the Xbox series consoles

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Many people bought them

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Just to be disappointed

quick beacon
#

Even tho it can run on them, they don't want RTX on there

long ruin
#

Yeah

faint snow
#

Many people bought Xbox one x for sdgp

quick beacon
#

I almost did lol

long ruin
#

Plus the video we got with RTX on the consoles

vague shoal
#

i mean that one preview version seemed to run rtx fine on xbox?

long ruin
#

We had that one accidental preview yeah

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Performance was alright

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Series S was obviously worse than the Series X

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But at least we get Deferred

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Although I'm curious what the official name will be

vague shoal
long ruin
#

Didn't they say sometime they will update the clouds?

vague shoal
#

they said there were no plans yet

long ruin
#

Oh yeah

vague shoal
#

same thing for waving plants

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😭

long ruin
#

We will just have to he patient

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Be*

vague shoal
#

mc legends has waving plants tho

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and it runs on render dragon

vague shoal
#

BRUH

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my roles were removed again from yss

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and i stopped calling deferred a shader

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light must be real mad at me for another reason

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and i don’t know any other reason

earnest sierra
vague shoal
#

But

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Light isn’t in here

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Crap

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He is

white willow
#

It would probably be best to just drop it

vague shoal
#

I thought this was a safe spot

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Guess not

quasi trench
#

hypnotizes you

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ā€œdeferred graphics modeā€

long ruin
vague shoal
#

Too late now

#

The damage is done

long ruin
#

Eh, everyone has their own problems and such

vague shoal
#

No one likes my deferred pics either

long ruin
#

And I believe it was also due to his YouTube comments

long ruin
vague shoal
#

I know

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And I will keep sending them

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But everyone else just seems to not like them

long ruin
#

I don't pay much attention to anyones

quick beacon
viscid moth
#

I have found the issue causing this sky box reflection bug
it has something to do with your illuminance and sun mie strength

white willow
#

hm how so

viscid moth
#

2000 illuminance with 25 mie strength and 20 glare shape vs 1 mie strength and 25 glare shape

white willow
#

Hm

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This might help with my reflection issues

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I'm going to bed now but I'll lower my mid values cuz I believe they are stupidly high for no reason

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That might be why I can't replicate the fixes prizma has

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Oh uhhhh yeah I'll change these around

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Idk what I was doing when I made these values tbh

viscid moth
#

lens flare type sht

sonic canopy
quick beacon
#

it's a bit.... LOL

tribal trail
viscid moth
#

with sss vs without sss

viscid moth
#

nvm it works

viscid moth
#

emm to the beacon glass

sonic canopy
viscid moth
#

Bc some time it doesn't work like that and I get a black points light spot

sonic canopy
#

I think the black point light spot is a mistake in sss implementation, it will probably get fixed at some point

viscid moth
#

Ooh okay

tribal trail
#

i love sss

long ruin
tribal trail
pale urchin
tribal trail
mossy verge
#

Light isn't really a villain

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He just don't like spreading misinformation

#

The fact that he copyrighted each yss video with word rtx, bsl shader, seus etc. with fancy thumbnail

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And banned the creators from server

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Just because they clickbaited

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And don't forget he created the role for you himself

long ruin
#

let's begin

vague shoal
#

You know

#

That sdgp we were shown

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Wasn’t actually the sdgp we were supposed to get

#

According to devs

long ruin
faint snow
#

Makes sense šŸ˜‚

vague shoal
#

I wonder what the real sdgp was supposed to look like

#

Maybe similar to rtx

#

With textures and custom sun

faint snow
#

Default rtx looks quite bad

pale urchin
#

Didn't we see what it would look like?

vague shoal
pale urchin
#

The graphics options left behind also tells us some things

long ruin
#

I remember seeing videos of the original MC RTX

vague shoal
#

Was before they discovered that big code flaw

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And had to remake the graphics engine

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Which made render dragon

faint snow
#

It looked better than any Java shader

vague shoal
#

Also

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It had custom sun angle

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Which we didn’t get in release

long ruin
proud pike
faint snow
#

Rtx looks only good indoor

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Outdoor is šŸ˜‚šŸ¤®

vague shoal
#

I wonder if the devs could share some info of what sdgp was supposed to actually look like

pale urchin
#

Bland? Yeah

proud pike
long ruin
#

Vanilla RTX used the lighting folder to change sun angle in default RTX

vague shoal
#

Maybe even some screenshots

#

It’s abandoned anyway

pale urchin
proud pike
faint snow
proud pike
#

eh, debatable

#

but kinda true

vague shoal
#

Deferred sky is also

#

Meh

pale urchin
#

When we talk about outdoors, do we ask "What would this look like in a superflat world?"

vague shoal
#

Well when it’s at noon

#

I hope they can fix the deferred sky at noon

faint snow
#

Sdgp had very strong rays

long ruin
#

Might be realistic, but it definitely wasn't aesthetic in my opinion

proud pike
long ruin
#

True

proud pike
white willow
#

i love that screenshot so much

proud pike
#

yeah me likey too

long ruin
#

Wish clouds weren't bugged

white willow
#

its got enough fog that it looks kinda like a desert. it looks stupidly realistic for no reason

faint snow
#

Why does it takes so long to add reflections

proud pike
#

one thing ill give BRTX, the GI is on point

proud pike
#

many

#

many platforms

#

optmization

#

too

pale urchin
proud pike
#

they are also working on PowerVR support on android too

#

from what ive been seeing

#

its actually functional now

long ruin
pale urchin
long ruin
#

Looked so cool SpringbCry

proud pike
long ruin
sonic canopy
long ruin
#

Yeah

proud pike
long ruin
#

(it's the pack name)

pale urchin
proud pike
#

oh lol

#

i guess we have deferred to thank for custom sun angles

long ruin
proud pike
#

glowing chicken

vague shoal
#

Will sss work on the player?

pale urchin
#

Better question: Do texture sets in general work on the player

proud pike
#

very interesting question

pale urchin
#

It would be so cool if we could author skins with PBR

proud pike
#

yeah

pale urchin
#

Herobrine eyes anyone?

proud pike
#

that'd be nice

#

iirc emmisive skins are already doable in BetterRTX

#

i think Furzide did that already

vague shoal
pale urchin
#

Need to get better at PBR

viscid moth
pale urchin
#

Thought so.

long ruin
#

At least we have Entity PBR for other mobs and armor

#

Soon to have Item PBR

#

We basically have particle PBR too

viscid moth
#

skin packs can't load texture set
and you have to tell them it's a png

vague shoal
#

It’s pleagued pbr with waving grass and custom clouds pack

pale urchin
#

Isn't that an RTX pack?

vague shoal
#

The grass texture must’ve made it glossy

#

Due to reflections

pale urchin
#

nvm

vague shoal
pale urchin
vague shoal
#

I used a beta version

proud pike
vague shoal
proud pike
#

he isn't using Plagued PBR's grass

vague shoal
#

Is probably why

#

But I’m gonna be honest

#

I don’t really care about pbr

pale urchin
#

Good PBR makes a good scene though

vague shoal
#

Most Java shaders didn’t even have pbr

#

From the videos I watched

pale urchin
#

Most Java shaders aren't glossy šŸ˜‚

vague shoal
#

Besides my viewers probably wouldn’t care either

#

Maybe some

proud pike
vague shoal
#

Not really

proud pike
viscid moth
#

welp black holes can break reflections

vague shoal
#

case oh what did you do

viscid moth
#

šŸ’€

proud pike
viscid moth
#

I also got the boot leg interstellar

earnest sierra
#

That looks sick!!

#

Also circles in Minecraft?! uh oh

viscid moth
#

lmao didn't even realize it

#

this is a smaller version
pixels from the sun texture is kinda throwing me off

viscid moth
#

yoo final fuckingly i got this reflection bug out

pale urchin
#

Where was the bug?

white willow
viscid moth
white willow
#

yeah but it looks about the same in deferred

viscid moth
#

am I tripping?

white willow
#

i dont have a recent deferred pic

pale urchin
#

Hm, I thought the sky reflection would look more "prominent" in deferred

viscid moth
pale urchin
white willow
#

ok heres defererd

viscid moth
#

it's way worse

pale urchin
viscid moth
white willow
#

welp i reduced my mie values and stuff and now my sun is a ball wtf

faint snow
#

Every single feature in deferred is either not polished or has many bugs

pale urchin
#

Sounds about right

white willow
#

nvm i i had to reduce my glare cone further

#

that change seems to have made sky reflection less intense though

#

nvm...

pale urchin
#

Either it's really hard to balance the reflections, or it's a bug

white willow
#

yeah idk

#

ive tried reducing my sky values and it broke all the colors i was going for along with not doing anything to the reflections

#

btw for global mers it should look like this?

pale urchin
# white willow

With that setup, all blocks will be matte and have subsurface scattering

white willow
#

the subsurface scattering isnt working for me here

pale urchin
#

I assume you saw Veka's post?

white willow
#

wait.. im dumb

#

the blocks im looking at already have mer so they wont use the global

#

ok yeah its not working

sonic canopy
#

Any content logs?

white willow
#

its working now

#

ill custom define it later

#

i just wanted to see if it would work

#

im trying to use sss within mer and uhhh

viscid moth
sonic canopy
#

Format version

#

Check content logs to see where the issue is

white willow
#

oh format version

#

i forgot about that

#

it works now

#

im not entirely sure how to customize it though

#

nvm figured it out

drowsy lantern
white willow
#

no sss

#

with sss

#

(there is a sea lantern under these)

#

something interesting is you can see the pointlight through the blocks. a little weird but also interesting

viscid moth
drowsy lantern
#

Where is moon in 1.21.0.21?šŸ˜‚

viscid moth
#

how to fix the glare issue with reflections(tutorial)

viscid moth
#

why blue torch look like that

sonic canopy
#

Look like what?

viscid moth
viscid moth
#

but jut a bug

#

that tiny black spot is the bug

glad fern
#

Hello guys there have any news for Defferred release ?

long ruin
sonic canopy
viscid moth
sonic canopy
#

Do you have global sss?

viscid moth
#

em hold on

sonic canopy
#

Or maybe pumpkin is one of the hardcoded sss blocks, like leaves. What if you set sss channel to 0 in texture set?

sonic canopy
# viscid moth yes

Yeah, if you're using MER instead of MERS or using older format version, it will use default sss

viscid moth
sonic canopy
#

Yeah, so seems like it uses default global SSS then

viscid moth
#

oh kinda make sense

drowsy lantern
viscid moth
silent zealot
#

Did they change emissiveness lately because my stuff seems a bit brighter than usual

white willow
#

I haven't done a lot of testing but overall my emissives have looked a bit better overall

silent zealot
#

Anyone getting the torch particles to show up? It's not showing up on my end, but things like crop growth does show up

#

That doesn't seem right...

#

Only half the particles are being shown

earnest sierra
#

half?

silent zealot
# earnest sierra half?

Well, yeah, in the picture only half of the particles are having light "bounce" off. The other half is just dark

earnest sierra
#

huh, I wonder if that’s because it thinks that it’s inside a solid block

silent zealot
#

šŸ™ƒ but it isnt silly game. Its above the carrot block. Unless air is considered a solid block

quick beacon
#

Firework particles still doesn't support PBR, like the emissive value

#

I wonder if the beacon beam works

silent zealot
quick beacon
#

yea

silent zealot
#

May I see your particle textures set file then?

quick beacon
#

slapped together as fast as I could lol

#

But I find it strange how the firework particles are not "glowing" but the explosion particle does glow

silent zealot
#

I thnk I found the problem, I had some Red in my particle files causing the metalicness behaviour it seems

quick beacon
#

they also turn dark when in the sky for some reason

quick beacon
#

let me double check

quick beacon
white willow
#

Do they not work even with global mer?

quick beacon
#

You know

#

I haven't tested that

quick beacon
white willow
#

Dang

sonic canopy
#

try global entity mer

quick beacon
#

nope

#

oh wait

#

hmm strange

#

why doesn't the texture file exist for it?

#
"particles": {
      "global_metalness_emissive_roughness": [0, 255, 255]
    }```

Video sending
silent zealot
#

Hmmm, most particles only benefit if its emissive. Smoke aside, i cant thibk of any particles that use metallic or roughness only

quick beacon
silent zealot
#

prayge I am asking for block state support in global.json as I cannot dictate what colour light a normal and a ominous vault will emit

sonic canopy
#

If only Molang was supported... anywhere in deferred

blazing whale
#

Is it possible that later deferred supports colored light from colored glass? šŸ¤”

pale urchin
#

It's a possibility, but I don't remember if they mentioned that

silent zealot
#

Anyone got the sculk particles to work? All my sonic boom and whatnot are invisible

vague shoal
sonic canopy
#

Greater visuals customisation

#

Molang is a language for data driving things in MC btw, in deferred it would've allowed to generate visuals during the game based on different inputs rather than having a static hardcoded parameters

silent zealot
#

Seems particles/entities still don't have great support

#

And emissiveness is still semi locked to [0,15]

sonic canopy
#

Have you tried particles_alphablend? Particles need to have that material in order to write to the metalness/sss channel

silent zealot
#

But the issue is....theyre just invisible by default(the sonic boom), I only use [0,255,255]

vague shoal
#

Via cube maps

#

When they support it

#

Most likely I think we will

#

But I don’t think they will be able to move

#

Unless somehow we can animate cube maps

#

They should also make cubemaps in deferred data driven to fix the horrible looking cubemap problem

#

To match Java cubemaps

#

@raw pendant actually fixed cubemaps on bedrock

#

Sorry for ping btw furzide

silent zealot
silent zealot
#

Are you kidding me? Do particles PBR texture_set files not support arrays for MER?

#

cri But the sonic boom still doesnt show up

still zenith
#

It's so impressive that you all found the data hooks to Sub Surface Scattering! Most impressive. But we are not ready to release it yet...

...because it still has some bugs. (I'm looking at you shadow occlusion) We want to give you the best experience. šŸ™ Know that the early SSS visuals being shared are a big help. šŸŽØ

silent zealot
#

NexBigBrain I am so smart, I figured out a way to make my pngs distinguishable since emissiveness/bloom is a bit intesnse right now(anything above 15 is treated the same)

#

Pro tip: Don't enter the nether

silent zealot
#

Also, while you are here mr aajabrams, is there a reason why particles pbr MER doesnt support arrays and has to explicitlty be an image mer?

still zenith
pale urchin
#

So is this what you guys are aiming for? (by @white willow)

still zenith
#

Thank you for the tip

silent zealot
#

🤣 news to me as well. Unless ofc I goofed up(please let it be my fault)

still zenith
silent zealot
#

Works

{
    "format_version": "1.16.100",
    "minecraft:texture_set": {
        "color": "particles",
        "metalness_emissive_roughness": "particles_mer"
    }
}

😦 no works

{
    "format_version": "1.16.100",
    "minecraft:texture_set": {
        "color": "particles",
        "metalness_emissive_roughness": [0,255,255]
    }
}
earnest sierra
#

We love bedrock bugs, really.

pale urchin
#

Truly Bedrock

earnest sierra
#

Truly Bogged šŸ‘€ /s

still zenith
pale urchin
#

Can't wait to see it

long ruin
still zenith
#

Me too. We're working hard on it.

While it won't include SSS updates, next week's preview should be rather exciting. šŸ˜‰

long ruin
silent zealot
#

pepesmile Back then people played videogames to escape reality. Now developers want to make videogames look like reality

pale urchin
#

You guys should leak data points more often /j*

still zenith
pale urchin
#

Where the data miners at??

long ruin
#

No idea

#

I used to do it

earnest sierra
#

Retired /s

long ruin
still zenith
#

Just saying, rest assured, deferred has been cooking, but not everything gets a changelog. šŸ˜€

quick beacon
#

We noticed the cooking

#

Really excited

long ruin
#

We appreciate everybody's hard work :D

pale urchin
#

Yeah

still zenith
#

Me too x3

earnest sierra
#

I was say thank you to everyone at the graphics AND aajabrams for doing your best to deliver such an amazing feature.

long ruin
pale urchin
#

You're really going above expectations

still zenith
#

We aim to please

long ruin
#

I'm happy to live in a time like this

quick beacon
#

We're all really excited to see what you guys deliver in one preview

still zenith
#

But seriously, we love the enthusiasm and engagement we see from the community. You all are why we come to work every morning.

quick beacon
#

ā¤ļø

long ruin
pale urchin
#

Wait, what will you do once deferred's released?

still zenith
#

Whatever is next šŸ™‚

long ruin
#

I wonder what most of the 14k members do here

quick beacon
earnest sierra
pale urchin
#

But that's what you get for being experimental

quick beacon
#

True, but it does take time. Idk much about graphic dev, but I think there's loads of technical stuff/problems going on making stuff a bit more difficult

pale urchin
#

As someone that made a graphics engine from scratch, yeah. It's a real challenge

quick beacon
#

This is bedrock too soo... lol

#

It'll get better :>

pale urchin
#

I'm sure they have to do a lot more than what I did too.

#

Good things it's a team

still zenith
#

You're both right, and that's why it's so fun/exciting. We're still building out the full feature set and platform support, but we're confident in our goals!

silent zealot
#

Known issue items in your hand just gets overlayed by the atmosphere colour?

still zenith
white willow
#

cant wait

#

big stuff coming

silent zealot
pale urchin
long ruin
pale urchin
#

I'm wondering if they'll fix it once they get to item PBR

earnest sierra
pale urchin
still zenith
#

We'll fix, for sure. Not meaning to put any burden on you all, but the more bugs we get filed from the community, the more likely we are to fix them. šŸ™

pale urchin
still zenith
earnest sierra
#

huh

pale urchin
#

If it was bias, I'd assume it would have a pattern around the torch

#

Plus it's not a hard cutoff. As if it's a transition

#

Maybe it's a bugged shadow map?

silent zealot
long ruin
#

Hmmmm

still zenith
#

I think that bug, and the "perfect circle" bugs from torches on walls at the right distance are all the same root cause...we just haven't figured it out yet.

white willow
#

speaking of bug reports. has anyone made a report on the mobile reflections issue

pale urchin
#

I think someone did, yeah

#

I dunno the link though

long ruin
white willow
#

ok. if someone didnt i was going to

white willow
#

I've always found things like raytracing very cool.. then games like cyberpunk utilizing it in such crazy ways like it's so interesting. Or like UE5s Lumen is also super cool

long ruin
#

I agree

#

I was always intrested in making things like this, but I just don't have the time either lol

#

Maybe someday

white willow
#

Yeah

#

I just uh... I have to get somewhat good at coding first lol

long ruin
#

Lol yeah

white willow
#

I understand the basics of coding but most of what I'm learning right now I feel like flies over my head

#

Or I over complicate what I need to do

#

One of my recent projects was to create a paddle ball like game thing

#

And I ran into an issue of the ball just clipping through the side of the paddle

#

I didn't think to just reverse the function and instead tried everything except for using the paddle's height.

#

Let's say I sat there for WAYYY longer than I needed to

long ruin
#

I don't even know how to code at all lmao

white willow
#

It can be a lot to get a hold of at first. I have a hard time with processing a lot of things all at once so I find coding rather difficult

long ruin
#

Yeah, I'm sure it's not easy to actually begin

white willow
#

I got a good understanding of coding when I first started college. But I swear I've just gotten worse in the last few months

#

Ik my friends wanna do a game jam so that would probably help lol

long ruin
#

Lmao

silent zealot
#

How does sky reflections actually work? a value of [255,0,230] doesn't seem to make it reflect sky colours but [255,0,63] does

proud pike
#

i've sent images of it before, very very WIP at the time

sonic canopy
#

I wonder why it's only on windows. Maybe they don't want to worry about platform compatibility during development and will add it later. Or not all platforms will support it. Or maybe they just didn't want data miners to find out šŸ‘€

proud pike
#

šŸ‘€

sonic canopy
#

Just a thought, someone should keep items key in global.json in case item pbr ever gets silently added as well

proud pike
#

@faint snow ^

blazing whale
sonic canopy
#

There is no SSR code there

blazing whale
vague shoal
#

Especially better water

#

And cubemap support

vague shoal
#

Fingers crossed we get better water next week

#

šŸ¤ž

pale urchin
#

Hohoho no

safe urchin
#

yes yes yes yes

faint snow
vague shoal
#

Or even better

#

Cubemap support

#

Or color grading

#

We can make custom clouds in deferred with cubemaps

#

Or maybe

#

PlayStation support

white willow
#

something cool i just learned

#

deferred has a default volumetric value

#

so i just made a new pack which only has one thing in it. theres no fog files, global lighting files nothing

#

but it has a defaulted volumetric fog

long ruin
pale urchin
#

It looks like the same fog they used in their first screenshot showcasing it

white willow
#

yeah

#

this is just a neat little thing i found

#

tbh i didnt expect it to have a default value cuz rtx just doesnt

proud pike
#

pre-release deferred moment

#

idk if its just me, pre-release deferred had much crisper block pbr

proud pike
tribal trail
proud pike
#

lol

#

i thought that would have been fixed

tribal trail
#

nuh uh

#

:'<

proud pike
proud pike
tribal trail
#

maybe I changed planks pbr at some point

#

I don't remember doing that, but it's possible

proud pike
#

perhaps

#

the point light interation with the blocks looks better to me

proud pike
#

i think i was usng lumen rtx in some of these pics

#

deferred when it shat itself

#

deferred when it actually worked

#

we sure have come a long way since

long ruin
#

Definitely

proud pike
#

i just noticed we had player shadows in pre-release deferred

#

i wonder why they removed it at release

earnest sierra
#

It says RTX?

proud pike
#

since it didn't have a dedicated toggle

#

this is during the time YSS first revealed the existence of deferred

#

and when it went public

earnest sierra
proud pike
#

thats basically it

earnest sierra
#

huh

vague shoal
#

I wonder what deferred will look like in 1.21.60

proud pike
#

so yeah about a year or so

vague shoal
#

Yeah

#

Heck maybe deferred will release

#

By next year

#

I hope

proud pike
#

maybe

vague shoal
#

Probably will

proud pike
sonic canopy
silent zealot
#

😌 Feels so nice to be able to structure my pbr pack like this. Organized - ish

true otter
#

any news about deferred coming to ps4/5 preview ?

long ruin
#

Not atm

vague shoal
#

But it has to be coming sometime

#

Sooner

silent zealot
viscid moth
silent zealot
viscid moth
#

Oh lol they never fixed it
They just changed the graphs to the bugged values which became a feature
So the sun which was originally correct now is bugged

lucid token
#

Beautiful

proud pike
slate shuttle
#

Well, hello here, i want to start leaning deferred but i have no idea how to start, i created y default PBR pack, but i have no idea what things do what

slate shuttle
#

but i kind dont know what to change to make something change

#

like i get the illuminance

#

but not sure how do you get the fog things and sun rays in the air and more

sonic canopy
#

Features that were mentioned on qna:

  • Color grading (contrast, saturation, gain, offset and split-tone grading)
  • Water lighting + movement (caustics, noise, volumetric rays, reflections, refractions (maybe Snell's window), "Water will operate on properties like how much algae is present.")
  • Subsurface scattering
  • Reflections (SSR + IBL)
  • PBR Texture Set support for Items and particles.
#

Color grading, water, SSR, proper SSS and items PBR is what we have left from this set of features

#

I wonder what will be next. Or is that everything ?

quick beacon
#

Excited for the next preview

pale urchin
#

This applies to almost every deferred feature. There's something wrong with each one of them that they'll look at later.

white willow
#

I've learned how broken point lights are in very large numbers

vague shoal
#

Maybe some other small features

#

Or more data driven files

#

And then it’s onto optimization

#

I guess

white willow
#

This only applies to very niche situations like city maps but it's still interesting how quickly it gets broken

vague shoal
#

And bug fixes

#

Oh yeah

#

Don’t forget cubemap support

#

I’m excited for that

#

Cause we will be able to make custom clouds

#

I just hope the cubemaps look like Java’s

proud pike
#

who wouldn't like this

white willow
#

Let me give an example of this

#

This image right here. I've removed the point light falloff distance BUT there's so many of them the lighting is just breaking. Especially on farther away ones

#

But even some closer ones you can see gaps in the point light lighting

#

I believe this is the same issue with lava though so

silent zealot
#

The nether sucks

proud pike
white willow
#

I would love for a scene like this to work and run well

proud pike
#

this is with YSS SE, but it uses mojang's pointlight code, imma send the behind the scenes ss next

#

the amount of point lights it took to light this scene was stupid

#

without these the entire scene would be black

#

i hope some form of GI makes it to deferred

white willow
#

Yes would be very nice

#

It's still early so who knows

silent zealot
#

Mojang should enable point light for lava and just not tell us. Let your device burn

proud pike
#

GI makes a pretty big difference (Left is no GI and Right is SSRT GI, and yes this is java, sue me)

white willow
#

With the right level of configing tho it can look crazy. I'm still working on my config. I need to optimize it ALOT though. It runs rather bad rn

proud pike
pale urchin
#

For something like this, we need an actual GI solution

proud pike
#

my knowledge into shader code is very limited but something of this sort must be possible, no?

proud pike
pale urchin
#

But I still doubt they'll do something like this. point lights are meant to be used for blocks that are small-ish. Like torches and lanterns

#

For large quantities of full blocks, global illumination techniques should be used instead

proud pike
white willow
#

It would be cool if emission had an effect on how bright a point light was. All emission does rn is control bloom

proud pike
pale urchin
#

They did mention they were looking into GI

proud pike
pale urchin
#

And how they don't intend for pointlights to be used with full blocks

silent zealot
#

Anything above 15 looks the same to me

white willow
#

I've done testing on it

#

Higher values do make a difference

#

It's very minor but they do

#

255 vs 15 is vastly more bloomy. It's just the way bloom scales is weird

silent zealot
#

I would love to see a screenshot of all 256 values

#

Thats an order, someone do it for me please

white willow
#

1-10 appears to control the actual pixel brightness, everything above that is bloom

pale urchin
#

This might not be a good solution, but what if the emission values were more sensitive at lower values, then it gets much brighter the more it goes

#

Like an x^2 curve

proud pike
#

:o

pale urchin
#

That way we still get the max brightness that we have available but it's much easier to make it less intense

proud pike
#

Veka is typing...

silent zealot
#

Revokes typing perms

proud pike
silent zealot
#

Oh...he actually stopped typing

proud pike
#

still typing for me

#

:p

sonic canopy
#

Can ya'll stop stalking my typing status already -_-

pale urchin
#

We wait for your response

long ruin
proud pike
long ruin
#

We just love you so much :)

proud pike
long ruin
proud pike
#

he stopped typing

sonic canopy
#

Emissive brightness is controlled linearly, the issue is that there is no GI, so it literally can only affect bloom and nothing else. Past a certain brightness, any color just looks the same anyways. While expecting GI may not be realistic, I think a different kind of bloom can help with that as well. Current implementation has a very harsh falloff and small radius, while industry standard implementations look much better imo, since they have a softer and larger falloff.

#

Also both deferred and RTX are missing one important step which makes all the difference. They're using just the last mip as bloom, while you're supposed to sum up all of the mips. Here's comparison of bloomed texture with and without summing up the mip levels

Edit: deferred does the summation, but I think there is something else not right with that bloom that causes it to look the way it does. Potentially not enough mips or a small blur radius

#

If they can change that one thing, it will make a HUGE difference on the visuals imo

long ruin
#

Hopefully RTX could get this someday

#

But I have more faith that Deferred will have that

#

Since it's actively being developed

silent zealot
long ruin
#

Yeah

proud pike
#

i hope the devs are taking notes

quasi trench
#

i just realized that deferred is gonna look diff when everything can be a pointlight

tribal trail
#

I love smart people who know computer graphics

proud pike
faint snow
#

How to download Minecraft preview

#

On iOS

vague shoal
#

Go to Minecraft preview faq

#

Click ā€œhereā€

#

And it will take u back to TestFlight

#

And let you download it

#

But it’s full rn

#

You have to wait for more slots to open

faint snow
#

ok

drowsy lantern
#

Why glass and honey block don't work but slime texture work on deferred?

white willow
#

Transparency issue

white willow
#

You'll have to change their opacity level to around 55%

vague shoal
#

I wonder what kind of deferred packs will be on the market place

#

Once released

silent zealot
#

šŸ™ hook me up Mojang

vague shoal
#

Yah

safe urchin
#

Something like "vanilla Deferred pack"