#Graphics General
1 messages · Page 6 of 1
Most likely there will be
If anyone from Mojang is reading this, I create very nice pbr, choose me
Hmmm....this either implies you make bad pbr, Mojang shouldnt choose you, or both 

i would buy your pack

feels funny seeing this in the scripting q&a
Another thing that I'd love to expose that is super hard is custom shaders. PlayStation requires that shaders are built into the submission. So we'll have to approach this by providing a physically based materials system where we hard code very flexible shaders.
PlayStation ruined everything
PlayStation ruining the fun smh

yes its true, but can't they make it as a whole seperate build just for playstation just like how they done it for nintendo switch
I am unable to understand this
i think i remember somewhere someone saying minecraft for nintendo switch has its own seperate build made just for it to pass the nintendo certifications. Am i right?
The thing is, playstation requires to ship pre-compiled shaders with the binary. So you can't activate sideloaded shaders in any way, whether it's a separate build or not
Also playstation shader sdk is proprietary, so we wouldn't be able to compile shaders for it to begin with
One of main reasons why we don't have shader support in bedrock edition
oh wow i didn't know that :o

Huh?
Who else is hoping cubemaps look good in deferred
Or at least look like Java’s cubemaps
I honestly don’t care
I just want better water
Reflections are coming
Probably
This preview
Mark my words
Bro deferred can have custom clouds with cubemaps
If it’s done correctly
But yeah
I want better water too
But I want it wavy
💀
Bro think he have nitro
i know i dont but saying it anyways is the rule
I hope deferred will be much better and more features will be added
I hope it will look like sdgp
Hopefully someone will recreate it
I mean all you need is the sky color
The sun texture
And realistic textures
And that cool fog
Minecraft news always spying
In case any dev is seeing this, this is a paper outlining the creation of realistic clouds. Perhaps you can take something from this when you get to that point. https://www.guerrilla-games.com/media/News/Files/The-Real-time-Volumetric-Cloudscapes-of-Horizon-Zero-Dawn.pdf
For bedrock or java?
I'd say it doesn't matter the version. Knowing how to make volumetric clouds can be used for any game
Considering the game of reference here is horizon zero dawn
I'm talking about deferred technical preview
Whats the new defferd features for tomorrow?
¯_(ツ)_/¯
That it?
why is improved input response not available for adaptive sync
you can turn it on from options.txt if ya really want it
I don't want vsync so nvm but just wondering why

Unlike V-Sync which caps your GPU's frame rate to match with your display's refresh rate, Adaptive Sync dynamically changes the monitor's refresh rate in response to the game's required framerates to render.
oh
hey mr. aajabrams!!! I was wondering if you were allow to say whether Bedrock on Switch uses Vulkan or NVN—?
Oh dear
There used to be an file with just
"{
}"
Inside it
It’s a teaser
I can't confirm if it's removed in this preview
We relocated it to somewhere more useful 😉
:0
OH MY
Bro is gonna die out of excitement
Omg we love you! 💖
I'm probably gonna port a lot of the stuff I've been working on to the main pack now
Anything else new in this preview for deferred?
Hello Aajabrams 
Can't wait to see what you all make. The docs should be updated later this morning to explain the data format.
the bedrock codebase gh repo is being public?
haha the colorgrading.json 🙂
Can't wait to cook later. I've already got plans for it haha
I wanna see what people can do with color grading first
is that the only file that's data-driven?
I've been working on a deferred edit all week. Can't wait to port the actual color changes over at the very least
I’ll probably start my pbr pack work today
W
If I can ever free some space on this phone I’m using rn
I found the values to be very sensitive.
Yes I have two iPhones
Yes they are
I have a setup I tested no so long ago which I am excited to try out :3
Damn...just as i was going to release a new update for my pack
I don't think this will be directly replicable
But
I'll see what I can do
It should
Me still waiting for sss update
Well those shots contain some other changed values as well
This though is something I hope will be possible in the future
Long range point lights
Maybe soon?
Wait is preview out already?
Fuck me...i just finished porting the textures for my pbr pack
THE BLACK HOLE IS GONE
Smokey stack cursing
YESSS
Lmao same
W preview
@still zenith Not sure if you’ve seen this but just incase you didn’t
Nuke
The operation order is:
- contrast
- saturation
- gain
- offset
- gamma
There are also more options I believe
shadows?
yup
It means those values affect dark parts of the image
Increased shadows contrast (by too much, lol)
ok so it is that
where can i get the code for color grading
is this part of the data driven file?
Yeah
and the other jsons
"Shadows" are relative here tho, it's just means darketr parts of the image
Example color grading config, with default settings used in-game, and fields sorted according to correct operation order (contrast -> saturation -> gain -> offset -> gamma)
{
"minecraft:color_grading_settings": {
"description": {
"identifier": "my_pack:default_color_grading"
},
"color_grading": {
"highlights": {
"highlightsMin": 1,
"contrast": [1.3, 1.3, 1.3],
"saturation": [1.05, 1.05, 1.05],
"gain": [1.0, 1.0, 1.0],
"offset": [0.0, 0.0, 0.0],
"gamma": [2.2, 2.2, 2.2]
},
"midtones": {
"contrast": [1.3, 1.3, 1.3],
"saturation": [1.05, 1.05, 1.05],
"gain": [1.0, 1.0, 1.0],
"offset": [0.0, 0.0, 0.0],
"gamma": [2.2, 2.2, 2.2]
},
"shadows": {
"shadowsMax": 1,
"contrast": [1.3, 1.3, 1.3],
"saturation": [1.05, 1.05, 1.05],
"gain": [1.0, 1.0, 1.0],
"offset": [0.0, 0.0, 0.0],
"gamma": [2.2, 2.2, 2.2]
}
},
"tone_mapping": {
"operator": "reinhard"
}
}
}
❤️
So what if you want to increase saturation throughout the whole image?
Increase all 3 values
Oh so no general controls
What is the 1.3 and 1.05 for
Idk, I don't have the schema on me, I just guessed those parameters based on shader code
can you make color grading have a warm vibrant color in the deferred world?
Yeah
I don't see why not
minecraft uwu edition
Wait is the sun pink or is that all colour grading?
colour grading
Btw the values provided by kayla are the default values used in deferred
where can i get global lighting and the other json files
for my pbr pack
do i just make them myself?
how does color Grading looks like
make them yourself
ok

i can probably just copy and paste the code on the getting started with deferred lighting webpage
into my json files
and go on from there
idk what's the difference but looks beautiful
wait
Some dark spots
Yeah
There's a difference
minecraft pink glitch: deferred edition
Looks like increased contrast and new tonemap
Ok neat so according to the docs, midtone acts as a general control when the other two aren't specified
^ ^
Btw this config has all of the default values, and they're also orderer according to evaluation order, so imo it's a nice starting point
ya left aces as the tonemap :P
ah nvm
Already changed
me when veka doesnt pin stuff or make knowledge posts

slay
dont be so negative
Lmao
lmao
The World
It's raining black holes today
lol
Oh my
anyways im now on my pc time to cook with color grading

well im realizing how easy it is to accidentally deep fry the game
it also seems like the shadows modifier is a little weird
FYI midtones are active at 1 so you should keep your shadowsMax in 0-1 range and highlightsMin in 0-infinity range
i havent fully figured out how shadows even really work
How it works is if pixel luminance smaller than shadowsMax it'd use shadows config, for values from shadowsMax to 1 it'd blend from shadows to midtones, for values from 1 to highlightsMin it'd blend from midtones to highlights and for values past highlightsMin it'd just use highlights
contrast go brrrrr
so in the case of this, shadows do get some form of use because when the values were off stuff looked... cursed idk how else to describe it
ok the saturation here is a little wild
there thats better
actually no
#1182095383015456829 message 🤨 example says default config...and yet they used the old default. Smh veka lied /s
Bro no
That’s perfect
I need it
I like the second one more
Second one just seems to have no color
the first one looks like too much colour
reinhard is the default tonemap btw
yes my whole style is duller colors
but ive found a middle ground
I know
Awesome
Ah you fooled me again 
I don't see a difference between reinhard_luma and reinhard
reinahrd luma from my testing handles light rays better
Also the edges are much softer with reinhard compared to luminance
Here, let me help
ngl underwater kinda slaps with my changes so far
God lord man please use dark mode before posting that
I can only handle so much of Cici's light mode
wait since when did reinhard_luma have emissive desaturation. especially to the level of aces
this is very interesting
im not using aces but the emissives look identical to aces
im not complaining im just confused a little lol
every tonemap except reinhard_luminance has this effect now
it looks a lot better this way
They might've adjusted white point. Reinhard luma, luminance and hable have an adjustable white point
Which might be possible to control via one of the configs actually, but idk for sure
What is the color grading values for this
idk
sorry, how fix this?
not sure
What are your highlightsMin and shadowsMax values?
Try lowering shadowsMax value
ok thank
try around 0.35 that value might work nicely
It’s not work
hm
https://x.com/SmokeyStack_/status/1781116417082839194 A thread of all 5 tonemappers
You know what
Currently messing with color grading until I can get what I want
With it
To make it look like this
thanks
aces just looks perfect 
Outdoors yes, indoors though...not so much
I find shadows to act a bit weird or bright in some cases when I use color grading. Maybe it's just me being stupid.
Maybe it's due to auto exposure
It seems to be auto exposure doing its magic
does anyone know why it's not workin???
does manifest version of the pack has to be 1.21.0.22???
nvm its working now
hable on top
Can anyone help me recreate this with color grading?
does anyone see this btw
there's a line following me
@white willow How did you reduce the reflection strength?
Hable with colour grading honestly looks the best.
are you talking about the bug?
I think it's Cloud reflection
nope reflection is off in the screen shot
I reduced sky color values
I've been using reinhard_luma. With how many changes I've made it's hard to tell the difference between all of them EXCEPT for reinhard_luminance
hmm
Maybe like the way colors are handled is different and that's about it
With point lights I mean
from what i've seen ACES is the most unique out of all the tonemaps
ngl hable and aces looks kinda same to me aces being a more deep fried in a good way
nah, aces is far darker than hable
yeah these are good
yeah lol mistake i mean aces
im gonna try cooking with Hable, to get a neutral preset
I was finally able to mimic prizmas sky fixes
Which helped reduce a lot of issues I had before
It even allows for vol fog to kinda mess with the sky too
:o
I haven't seen a desert after these changes it probably near matches what I have with RTX for atmosphere now
Now I can start working on different styles now that I have the base color grading style
What is pbr
Physically Based Rendering. A broad term used to say that a render is done based off of real life light mechanics
The issue with the subpack system is copying the files over. Especially if you have a main and update_1_21 subpacks. I fortunately have a system that not only solves subpacks but also allows me to organize my pngs into heightmaps, mer, and src files. Much cleaner, and I don't need to write the JSON files for each png
How do I use color grading and stuff in my pack?
Do I just copy over the color grading json file from default deferred and put it /lighting?
Check the docs. Example file is pinned in this channel
Ty
I wonder if this is just an iOS thing
Left: With Volumetrics fog
Right: Without Volumetrics fog
Pretty sure it’s the same with any fog
Hey, guys i have question, i am somehow able to make water less light blue and mroe dark blue?
not at the moment no
Womp womp
ohh ok
aaj mentioned that vl fog is currently not energy conserving, so this might be the cause
Unless the images are wrong, the images with fog have more fps
Yep I’m experiencing this
yes
Arc vs Alegzzis moment

If I didn't have so much work I'd get cooking on some other visual styles
in me messing about, i got this cool retro style effect
ill try building upon this later
Woah
Looks so weird but also cool
me when flashbang
You use gamma (1.0, 1.0, 1.0)?
no
oop
That's pretty clean
Nether
I haven't figured it out yet
hmm
Not sure if it's something with my shadows settings or my highlights
i see
Mine is only really bad at like sunset tho so it's not a huge issue for me
But I'm sure I'll run into it when I start cooking more
hah
ig i won
its alright but the banding is wack

i get bending sometimes too, but not as much
Try decreasing the shadowmax
lowering that in favour of gain is better
ill try
I use a 0.35 shadowmax
shadowmax should be between 0 and 1, the closer it is to 1 the harsher transition will be. It can also be negative technically, but there is no reason to do that since you can get the same exact results by setting it to 0 and tweaking other values to be less strong
highlightsMin should be higher than 1, the closer it is to 1 the harsher transition will be
And at 1 you get this
I see
me likey
no blown out emmissives
yay
that does it.
@tribal trail how does it look now
Grass is shiny
Sometimes grass do be like that
Look good
I like this one
hm
reinhard luminance looks ass
Hable looks the best imo
its the most balanced of the tonemaps
minor adjustments
@tribal trail did I cook?
You guys sure like fog
Same
One of the first things I've noticed
:p
But never as crisp as that
what can I say
I cooked.

this scene would look great with WaterSSR
can't wait
oops
is my sun about to explode?

its getting bigger
im gonna try some render dist shenanigans :)
I may or may not have broken something
it works :)
I may have done something crazy.
Oh no what
Oh no
Hows the fps


on 128?
yes
every deferred setting is maxed
90 to 110
Same
Even the volumetric fog?
Ah
Bedrock's normal max is 96. How's that?
options.txt
deferred_viewdistance
ah
hold on ill check
btw ram usage at 128 chunks
surprised its so low
2.7 GB of GPU mem used
testing 96 chunks atm
will try 256 after this
this is on a mobile 1660 Ti and a dying i5 9300H, someone with better specs is more than welcome to try this
I definitely can later
be wary, it takes a while for the game to start generating chunks
itll look like this for a while
But considering the fact I get like 24 on 96 I don't think deferred will be good
Then again tho I am using 1440p on a non 1440p card
ill be fine
5 fps should be ok

aaja is probably looking at this and sighing.

Breaking the game for fun moment
real
I remember when I was making this platforming game it had bouncy walls right
yea
lol
Until it went so fast that I clipped through the wall
waiting for chunks to gen
rel
the moon is peaking through the void :)
Good ole platformer made with JS and HTML lol
Can you find at what point the FPS stops at 20?
so real
im very definitely limited by my thermal throttling CPU, so it won't be very accurate.
:P
the clouds are transparent.
real
nvm its fixed itself
L java players, native 256 Chunk render distance (there might be a hard limit from what i can see.)
@pale urchin
Bet
What the hell
bedrock moment
this just looks crazy
another crazy thing happened
i have it on video
hold on
DH without LOD
Not quite sure how the performance compares tho
i mean Bedrock does have an LOD esque rendering
Yeah just not like DH
true
huh
maybe its not possible on phones :P

im sending something cursed
nah
far past that
prolly around 128 to 156
Last time I tried, I could go past the max render distance with the options.txt file
or beyond
Pretty sure it’s over 96 for pc
I see. Ik my phone can't go above 17 rd even with the changes
Normal on the left deferred on the right. Normal at 17rd deferred at 24 cap out at the same distance
iirc mc on my phone crashes after it loads over 32 chunks
I CAN LITERALLY DRAW CHUNKS (NO JOKE)
call me the Chunk Artist lmfao

@white willow
look at this
fr
It’s better with a spyglass xD
lol
pretty cool. would probably run better if i wasnt on 1440p
Looks like distant horizons
crispy.
real
256?
Looks sexy
If you have time, compare it with mine
you can find the new version on my diwcord
iris and distant horizons
96
Oof
I'll give it a shot when I get back to my house
no shit sherlock
How did you manage to discover this?
Moreover, giving the grass a variety roughness makes it have much more depth
looks less plastic and cheap
same with leaves
These look great. My leaves I think I gotta redo them again, they look to flat rn
Absolutely, they look great
got a project working (auto generated heightmaps)
Please mojang please add wavy water to deferred
Like better rtx
They said they'll do it won't they?
Really?
They did
I thought it’s not waving
I meant like this
Where you can see it waving
They can’t do something similar for deferred?
Normal rtx water is flat
Yeah
It’s not waving
Sure they can
Yayyyy
Can’t wait for that
Also I found a good cubemap for my pbr pack
When cubemap support comes
Current water is eye bleaching
Deferred Water looks like it’s dirty pool water
Can’t they change its colour to dark blue
Without reflections
Some pbr packs have made it dark blue I think
Yeah but it’s tricky
lmao

it's not ore ui lol
it was caused by me loading a random shader
oh
still going to point out the weird button placement and optimisation issues
ore ui
yippie
@quick beacon FYI, you misspelled reinhard luminance
{
"minecraft:color_grading_settings": {
"description": {
"identifier": "smokey_pbr:default_color_grading"
},
"color_grading": {
"midtones": {
"contrast": [
0.0,
0.0,
0.0
],
"gain": [
0.0,
0.0,
0.0
],
"gamma": [
0.0,
0.0,
0.0
],
"offset": [
-1.0,
-1.0,
-1.0
],
"saturation": [
0.0,
0.0,
0.0
]
},
"highlights": {
"highlightsMin": 1.0,
"contrast": [
0.0,
0.0,
0.0
],
"gain": [
0.0,
0.0,
0.0
],
"gamma": [
0.0,
0.0,
0.0
],
"offset": [
-1.0,
-1.0,
-1.0
],
"saturation": [
0.0,
0.0,
0.0
]
},
"shadows": {
"shadowsMax": 0.1,
"contrast": [
0.0,
0.0,
0.0
],
"gain": [
0.0,
0.0,
0.0
],
"gamma": [
0.0,
0.0,
0.0
],
"offset": [
-1.0,
-1.0,
-1.0
],
"saturation": [
0.0,
0.0,
0.0
]
}
}
}
}
``` this will make your screen black
😔 I was sleepy when I dids it
Not yet AFAIK. The identifiers aren't used rn (iirc based on Aaja's message)
Red nether
Just wait until scripting support
Not sure why the devs dislike client side apis so much, but seems like BP will be necessary to make anything somewhat advanced and dynamic with deferred
I still doubt that scripting will be the main way to go here. I'm thinking more like how biome fog is currently handled
Personally, I'm not as optimistic
If it wasn't a vanilla feature, and it was being added now rather than before scripting, do you think they would've added per-biome client side definition?
Current fog implementation is still very restrictive, on the client side you only get per-biome control and nothing more, scripting and commands are still required to get anything close to being dynamic. You'd think client side feature like this could benifit from more client side control, such as data driven molang fields and dynamic activation, but nope.
My money is still on a fog like approach. color grading is something only available for deferred so it would be weird if it had its own scripting API imo
Color grading is the one thing that would benifit from APIs tho, it'd allow to apply effects based on some events that happen in add-ons, such as an explosion or some kind of magic weapon that paints your screen purple, or a spectator functionality. Maybe color grading configs would even be able to stack together, like fogs or animations
Maybe once Beta APIs are 99% stable(ie slow stream of new APIs), HCF is dead and custom biomes have returned, then they'll focus on client side
hopefully
on client side scripting you mean
Honestly I think they'd just add the color grading stuff to fog
I hope not, fog stack is so painful to control
I know, but that only means they should improve that system
Forgot fog identifier? Guess you're now stuck with fog forever
We need a fog stack API
And a remove, list or clear command
Alright, after careful consideration and reading some qna posts I agree here, they'll most likely add per biome control. But that's it, everything else will have to be controlled from the server side, just like with fogs.
Yes, context clues
Man, I was so excited for molang support. But ig some features can't be added because they're way too useful and will overshadow other features.
The more I think about it, the more I think customizing color grading for gameplay stuff like maps doesn't seem as useful as it could be. It's strictly a deferred feature so a more general purpose post processing system is needed
Damn, ACES is so dark in nighttime
Wouldn't deferred grading also work on low dynamic range color output during regular gameplay? I agree that a more flexible system is needed, but couldn't they also enable deferred one to be used outside of deferred pipeline?
tone mapping definitely wouldn't work as expected because like you said, low dynamic range. The others could work well though, but without HDR, 🤔
That's...interesting...where is the light coming from who knows
I love light leaks 🙃
Lmao
Veka -> Veak ->Leak
Yup youre banned
God, I love ACES but indoors or night time sucks
Reinhard luminanve is vetter for night time and indoors for me
Maybe it’s a little broken but this is beautiful
{
"minecraft:color_grading_settings": {
"description": {
"identifier": "veka:color_grading"
},
"color_grading": {
"highlights": {
"highlightsMin": 4096,
"contrast": [1, 1, 1],
"saturation": [1, 1, 1],
"gain": [0.000244140625, 0.000244140625, 0.000244140625], // 1/4096
"offset": [0.0, 0.0, 0.0],
"gamma": [2.2, 2.2, 2.2]
},
"midtones": {
"contrast": [1, 1, 1],
"saturation": [1, 1, 1],
"gain": [1, 1, 1],
"offset": [0.0, 0.0, 0.0],
"gamma": [2.2, 2.2, 2.2]
},
"shadows": {
"shadowsMax": 0.000244140625, // 1/4096
"contrast": [1, 1, 1],
"saturation": [1, 1, 1],
"gain": [4096, 4096, 4096],
"offset": [0.0, 0.0, 0.0],
"gamma": [2.2, 2.2, 2.2]
}
},
"tone_mapping": {
"operator": "aces"
}
}
}
Tried creating color grading preset that'd normalize luminance of colors, but it didn't work for some reason
My water normal maps still look ass 😩
the idea was to create a gain curve that'd be inversely proportional to luminnace, so that when multiplied with pixel color, it'd set its luminance to average luminance, so basically color/luminance(color) but something doesn't seem right here, either color grading doesn't work the way I think it does, or something is broken
I checked the uniform values with gpu debugger, and they're not getting clamped or anything, color grading shader should receive them with full precision. I'm kinda lost as to why it doesn't work, anyone has any ideas?
that highlights number is crazy
Waiiit, I get it now. 1/x is a non-linear function, so when inverse of luminance is interpolated linearly, it doesn't cancel out.
Managed to achieve desired effect with contrast and saturation
In case if anyone doesn't know what this is, here every color has (almost) the same perceptual brightness, and if you multiply it by a monochrome image (saturation=0), you get a full color image. So if monochrome displays just brightness, the above screenshot displays just color, and when combined they give you a complete image
Does global.json global mer actually work or am I going insane
i tested it a few days ago and it was working
I set it to #00FF00 and nothing is glowing
try 0,255,0
The docs are a bit incorrect
Veka is typing, let's see what he has to say
A bit is an understatement really
Haha, so what is the correct example?
This one
Beautiful
So it needs to be an array not a hex
It all needs to be in a pbr object, that's the important part
Idk about hex, didn't test it
Look at example global.json
This one is wrong
It's the first json with global values on that docs page
🙃 so then why is my entities not glowing?
Please just tell me it's a spelling mistake or something
Do they have a MER texture set already?
Oh my god do you need them?
Nope
🙃 so why my horsey not glowey
Idk, it worked for me when I tried it
Managed to get it working?
horses don't even load texture sets
so no surprise that global has no effect
{
"format_version": [1, 0, 0],
"pbr": {
"actors": {
"global_metalness_emissive_roughness": "#00ffff"
}
}
}
I do get this tho for some reason
Could it possibly be because that spider is brighter than the sun
😂
Nah doubt it
Works with horses and wardens?
Didn't check
I think I like the water
“New render dragon features for creators has been taken out of experimental and is available to everyone, thank you for the feedback on this new feature”
I wait for the day we get this text in a stable change log
Oh that's an interesting normal. Pretty clean
Does that have some roughness? You could make it perfectly reflective you know
64, 0, 64
Ah, but then again
You won't see point light specular blobs when its perfectly reflective
Oh it has some metalness to it
You could reduce roughness imo though
Yeah, i haven't touched the MER. The metalness was added pre reflections
I wonder if dynamic mer values would be useful, especially for foliage, some of them appear "wet" by being a bit more metallic
Mine I think uses 15 roughness so some specular still comes through but the sky still reflects nicely
ill test out how many of the preview's deferred features have made their way into 1.20.80
whenever it actually releases on ms store :p
Incredible, ender chest gets affected
1.20.80 (Release) does not have colour grading support.
water's sky reflections are working.
we have point light shadows in release now
its a fairly updated build of deferred, probably just behind 1.21.20.22
broken in release 1.20.80 too
It's not a point light either
We had those previously, just not a quality slider dedicated to them
I hope deferred will come to stable this or next year
Officially
they didn't work in release?
i had tested this in 1.20.60 and 1.20.70
i had no slider nor did it have shadows
Yeah it didn't have a slider
working as intended in 1.20.80
I have it as a point light, or is this to Arctrometa?
I meant that it's too large to be a point light
Zooming out works
I disabled the point light on mine due to this
Hmmmmm
that shouldn't really matter

ill try it again later
Man, ACES sucks for night time lights
flashbang crashed my game
alright uhhh i feel kinda dumb rn but ive been looking for the file for the short grass for so long now and cannot find it
this little guy
whats the name of it
Fern or tallgrass?
the weird thing is i have double tall grass and stuff. but i cant find the singular grass piece
i wanted to apply mer to it and at first i figured it would have just used the double_plant_tall_grass_top
but it doesnt
here the double tall grass has a heightmap and stuff but the shorter grass doesnt and i literally cannot find the file for it
welp i found it
im just... dumb

Care to share?
i didnt think to search up tallgrass
and i sat around trying to find short grass and grass
not realizing that im pretty sure its called short grass on java
wth
smh it's the grass block and tall grass which is one block tall
and double_plant_grass which is two blocks tall smh 💀
there we go. they both have heightmaps now
ooo grassy grass on grass in grasslands biome
ok sooooo
i just found out something really
REALLLLY cool
i just did pbr for the chest right
the pbr appears on the chest in your hand
ender chest works too
seeing this makes me hope item pbr will work in the hand
even within item frames
crazy
they said they are working on it
but what you are seeing is just entity pbr
bc they rendering as an entity
also the decorated pot is glitched
in hand
im just not used to items that im holding having heightmaps and such lol
very cool that it works that way though
Slay
What do you think we'll get today? Imo we're definitely getting a fix for aces on Android, and maybe improved SSS.
may the ssr will be added?
nvm SSS is gonna come first but i expect bug fixes for entity pbr
What are the bugs again? Warden and horses?
Imo that's unlikely, there's still no trace of SSR code in android shaders
Or in any shaders, afaik it's just on windows in water
Ahh, I see
So besides those, and global PBR issues with horses and warden, there are no other issues?
chain glowing randomly bug
also the sun not following the official keyframes in global.json
The current logic behind keyframes is that each celestial body follows its own relative time. Although, have anyone even asked devs if this is intended behavior or not?
i would kill them if they would change it
i don't think that's intended at all
we asked for a fix for the og keyframe bug
they didn't fix it
instead they got around this by changing the documentation
i made my sun perfect
It'd be easy to change tho
ofc, but i'm lazy
lmao
and why should they change it, it's different, but it doesn't make anything harder
or just document it
the documentation is saying it's the same for all objects confuses people
if they changed the documentation, it either means it was intended but the documentation was incorrect, or it wasn't intended but they don't want to change it
wdym by this?
the documentation says:
but even the sun uses reverse key frames in the documentation
why would you want 100k illuminance from the sun in midnight
and 1 at noon if you take the documentation correct
tbh those key frames make more sense for sun and moon
sun and moon use the same keyframe set from my test. Both start at 0.0 and end at 1.0
Yea
I think this is mainly for atmospherics.json
because sunset is at 0.75 not 0.25 in global.json, but in atmospherics.json sunset is 0.25
yea
technically right but 0.75 being the sun set only applies to the sun object
moon uses the same keyframe system as the atomspherics
also they did comment this in the docs
and it's wrong
also reflections sky box bugs with sun glare bug
The issue is that it's too bright?
no it's that the bigger the glare shape the bigger the issue is
my 0.4.9 uses 5 for sun illuminance and it cause the bugs due to the mie and glare shape being very big
I still believe that reflections should not be that much visible on non-metallic blocks
do you mean low roughness blocks
oh that's just a bug
it should reflect sky because it's very reflective block, but not that much in my opinion
What if you look at it over the sky instead of grass
The issue could be that reflections don't consider whether the sky can actually be reflected at that point or if it's being blocked by some geometry. SSR might potentially help with that
it have like this weird color tinting
help but not eliminate
this is rough sky reflection
still looks weird
complementary reimagined for this reason only shows sky reflections on water
is there any way to fix this
this is why i'm saying this all the time
and I don't know if it's possible, but objects shaded by the shadowmap should not reflect the sun
But then you wouldn't get this
I think I can sacrifice this
Just wait till we get SSR, it might just solve all the problems
big glare shape vs small glare shape using the same brightness
ofc I am waiting
I didn't say they should be removed, just reduce
but they should be definitely removed from almost completely rough blocks
there should be a roughness threshold from which sky reflections are visible
I don't think it will fix the problem, as the name says, SSR is a screenspace and does not always have information about what to reflect
On the contrary, ssr often has no idea what it should reflect, especially on the sides of the blocks
although tbh I wonder if mojang could implement 360 ssr
I don't expect anything major or big. Probs some fixes and improvements to some things
Yeah, but specular reflections are the strongest when looking at the surface at an angle, and when looking at it at an angle there's also way more chance of capturing data on screen that would be reflected by SSR
also there's also a vol fog bug/ visual glitch
yeah, but still, ssr will not fix this
or this
I know this will probably hide the problem a bit, but I still don't think it will fix it
Ig we'll have to wait and see
Besides, what is the problem with reducing sky reflections on very rough blocks?
there is almost no benefit to them being there
Energy conservation is a big thing in PBR, it should work according to the correct math, like I believe it does now, but if you start adding or removing energy then your PBR model becomes inaccurate, which can introduce problems later, or cause graphics devs at mojang to experience nightmares at night, knowing that they committed such a terrible (in graphics dev) crime
Fog in deferred currently is not energy conserving, which causes it to be brighter than it should. Irradiance caching in BRTX is not energy conserving, which causes it to gain energy out of nowhere. Bad things happen when fundamental rules of nature are broken
how it will help here
In the first pic, wet dirt is supposed to reflect the sky?
Didn't Aaja say that they fixed something with fog this week?
I think they're supposed to fix it today
Looks fine to me, if you assume that there's a bright sky just behind you, it looks just the way it should
is it this bug?
Will probably make it about 3 times less bright
Or maybe not, idk for sure, we'll know in a few hours
" that drastically improves light ray intensity"
Would it be possible?
Is that an afterimage of changing the time of date or transitioning fog?
Yeah but it would be slower than regular SSR, or have artefacts. They'll have to render the game 6 more times every frame, or render it once every frame but update the reflections cubemap every 6 frames, which will cause stuttering, or they'll update just one side every frame which will cause artefacts and stuttering
when you turn your head
it takes time for the fog to settle in
idk what is the best way to do reflections
this would be nice as an additional option for pc
rat racing
ok, fair but what about non RTX
RTX is a gpu name
but it's true
Probably SSR then. As much as everyone hates it, there is a reason why most java shaders are using it. But imo spherical harmonics are also insanely good for rough reflections, global illumination and volumetric lighting. I wanna make a shader to demonstrate what you can do with them.
I never had any issue with SSR on Java. Why do people dislike it?
Can't reflect things offscreen ig
And an awkward transition from things that you can rfelect to things that you can't
Oohhh
Also it can have artefacts
i woud like SSR in general and ultra setting for pc with 360 SSR
I loved this in java shader
If anyone from Mojang is reading this, I beg you


According to ender they even removed it on windows
3 days ago
RIP SSR, they'll probably add it after water shading is out
what is water shading
The new water
how does it look like?
Latest screenshots that we have from endermanyk look very bad lol, it's very early in development
Show us
Oh
may be they burned it
Lmao
they removed it from the windows preview too
this is pretty old
now even this isn't in the game anymore
they must have seen these leaked and totally wiped them for the release versions of the preview
Villagers texture doesn't break anymore. Not sure if you can apply texture set to them now or not
They also changed the pass name from full_screen_draw to absorption, which makes me think that they actually removed it for good

Although idk how you can do absorption without access to framebuffer sampler






Yeah...it's the same?
