#Graphics General

1 messages · Page 6 of 1

safe urchin
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Idk

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Like the default one

vague shoal
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Most likely there will be

tribal trail
#

If anyone from Mojang is reading this, I create very nice pbr, choose me

silent zealot
tribal trail
bitter cargo
#

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.

sonic canopy
#

PlayStation ruined everything

earnest sierra
#

PlayStation ruining the fun smh

proud pike
upper topaz
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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

mossy verge
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I am unable to understand this

upper topaz
#

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?

sonic canopy
#

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

mossy verge
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One of main reasons why we don't have shader support in bedrock edition

upper topaz
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oh wow i didn't know that :o

upper topaz
#

yeah what

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Reck me with shaders on my face?

tribal trail
vague shoal
#

Who else is hoping cubemaps look good in deferred

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Or at least look like Java’s cubemaps

faint snow
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I honestly don’t care

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I just want better water

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Reflections are coming

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Probably

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This preview

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Mark my words

vague shoal
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If it’s done correctly

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But yeah

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I want better water too

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But I want it wavy

faint snow
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I want reflections

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It’s been so long

quasi trench
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preview day today?

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:doggysmurkW:

faint snow
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💀

vague shoal
quasi trench
blazing whale
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I hope deferred will be much better and more features will be added

faint snow
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I hope it will look like sdgp

vague shoal
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I mean all you need is the sky color

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The sun texture

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And realistic textures

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And that cool fog

faint snow
#

No preview today?

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😡

astral hatchBOT
#
When Preview?

Ladies and Gentlemen, it is with great honour to announce that it might be preview day

When do Previews usually happen?

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

faint snow
vague shoal
#

Minecraft news always spying

pale urchin
faint snow
#

No preview today

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😤😞

white willow
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I'd say it doesn't matter the version. Knowing how to make volumetric clouds can be used for any game

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Considering the game of reference here is horizon zero dawn

quasi trench
#

preview day tomorrow?

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:doggysmurkW:

pale urchin
stark harness
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Whats the new defferd features for tomorrow?

pale urchin
vague shoal
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Color grading tomorrow hopefully

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Or maybe even PlayStation support

stark harness
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That it?

viscid moth
proud pike
viscid moth
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I don't want vsync so nvm but just wondering why

proud pike
viscid moth
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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.

bitter cargo
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oh

earnest sierra
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hey mr. aajabrams!!! I was wondering if you were allow to say whether Bedrock on Switch uses Vulkan or NVN—?

mossy verge
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Since when they removed colourgrading.json file from renderer?

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I didn't notice it

vague shoal
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Oh dear

mossy verge
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There used to be an file with just
"{
}"
Inside it

faint snow
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It’s a teaser

mossy verge
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I can't confirm if it's removed in this preview

still zenith
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We relocated it to somewhere more useful 😉

white willow
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NO WAY

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WE CAN DATA DRIVE IT NOW?

tribal trail
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:0

vague shoal
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OH MY

white willow
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This button is nice too

mossy verge
vague shoal
#

Nah

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I wanna see what people will do with it first

tribal trail
white willow
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I'm probably gonna port a lot of the stuff I've been working on to the main pack now

vague shoal
#

Anything else new in this preview for deferred?

quick beacon
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Hello Aajabrams haiii

vague shoal
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Still no change log

still zenith
silent zealot
still zenith
white willow
vague shoal
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I wanna see what people can do with color grading first

quick beacon
white willow
#

I've been working on a deferred edit all week. Can't wait to port the actual color changes over at the very least

vague shoal
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I’ll probably start my pbr pack work today

white willow
#

W

vague shoal
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If I can ever free some space on this phone I’m using rn

quick beacon
vague shoal
#

Yes I have two iPhones

white willow
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Yes they are

vague shoal
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The one I use for discord

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And the one I use for deferred

quick beacon
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I have a setup I tested no so long ago which I am excited to try out :3

white willow
silent zealot
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Damn...just as i was going to release a new update for my pack

white willow
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But

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I'll see what I can do

quick beacon
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It should

mossy verge
white willow
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Well those shots contain some other changed values as well

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This though is something I hope will be possible in the future

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Long range point lights

quick beacon
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Maybe soon?

white willow
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Hopefully because it looks better

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aside from them clipping through walls

sonic canopy
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Wait is preview out already?

mossy verge
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Yes

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With colour grading

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For deferred

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Apparantly

silent zealot
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Fuck me...i just finished porting the textures for my pbr pack

white willow
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THE BLACK HOLE IS GONE

vague shoal
vague shoal
long ruin
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W preview

earnest sierra
sonic canopy
pale urchin
sonic canopy
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The operation order is:

  1. contrast
  2. saturation
  3. gain
  4. offset
  5. gamma
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There are also more options I believe

quick beacon
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shadows?

sonic canopy
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yup

pale urchin
quick beacon
#

that makes sense

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I don't think that's how they'd handle darker shadows

sonic canopy
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Increased shadows contrast (by too much, lol)

quick beacon
#

ok so it is that

vague shoal
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where can i get the code for color grading

quick beacon
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is this part of the data driven file?

pale urchin
vague shoal
#

and the other jsons

sonic canopy
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"Shadows" are relative here tho, it's just means darketr parts of the image

quick beacon
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@sonic canopy isforme

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file

sonic canopy
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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"
    }
  }
}
quick beacon
#

❤️

pale urchin
sonic canopy
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Increase all 3 values

white willow
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Wait

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You can do it with shadows too

pale urchin
white willow
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What is the 1.3 and 1.05 for

sonic canopy
#

Idk, I don't have the schema on me, I just guessed those parameters based on shader code

vague shoal
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can you make color grading have a warm vibrant color in the deferred world?

pale urchin
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Yeah

white willow
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I don't see why not

tribal trail
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minecraft uwu edition

pale urchin
tribal trail
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colour grading

sonic canopy
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Btw the values provided by kayla are the default values used in deferred

vague shoal
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where can i get global lighting and the other json files

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for my pbr pack

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do i just make them myself?

safe urchin
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how does color Grading looks like

tribal trail
vague shoal
safe urchin
tribal trail
vague shoal
#

i can probably just copy and paste the code on the getting started with deferred lighting webpage

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into my json files

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and go on from there

safe urchin
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wait

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Some dark spots

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Yeah

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There's a difference

vague shoal
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i can’t tell the difference in that pic

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either

vague shoal
white willow
pale urchin
sonic canopy
proud pike
#

ah nvm

sonic canopy
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Already changed

proud pike
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:P

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just saw it again

silent zealot
sonic canopy
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What have I done

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Hold on

long ruin
tribal trail
sonic canopy
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dont be so negative

long ruin
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Lmao

proud pike
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lmao

pale urchin
sonic canopy
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It's raining black holes today

proud pike
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lol

white willow
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Oh my

sonic canopy
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Tried "fixing" aces

white willow
#

anyways im now on my pc time to cook with color grading

silent zealot
white willow
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well im realizing how easy it is to accidentally deep fry the game

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it also seems like the shadows modifier is a little weird

sonic canopy
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FYI midtones are active at 1 so you should keep your shadowsMax in 0-1 range and highlightsMin in 0-infinity range

white willow
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i havent fully figured out how shadows even really work

sonic canopy
#

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

white willow
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contrast go brrrrr

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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

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ok the saturation here is a little wild

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there thats better

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actually no

silent zealot
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#1182095383015456829 message 🤨 example says default config...and yet they used the old default. Smh veka lied /s

vague shoal
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That’s perfect

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I need it

pale urchin
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I like the second one more

vague shoal
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Second one just seems to have no color

pale urchin
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the first one looks like too much colour

vague shoal
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And don’t really look like what I’m trying to recreate

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The first one does tho

sonic canopy
white willow
#

but ive found a middle ground

silent zealot
pale urchin
white willow
#

deserts look a little flat rn

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but i can fix that with fog changes

sonic canopy
silent zealot
#

I don't see a difference between reinhard_luma and reinhard

white willow
#

reinahrd luma from my testing handles light rays better

silent zealot
#

Also the edges are much softer with reinhard compared to luminance

sonic canopy
white willow
#

ngl underwater kinda slaps with my changes so far

silent zealot
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God lord man please use dark mode before posting that

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I can only handle so much of Cici's light mode

white willow
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wait since when did reinhard_luma have emissive desaturation. especially to the level of aces

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this is very interesting

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im not using aces but the emissives look identical to aces

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im not complaining im just confused a little lol

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every tonemap except reinhard_luminance has this effect now

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it looks a lot better this way

sonic canopy
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They might've adjusted white point. Reinhard luma, luminance and hable have an adjustable white point

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Which might be possible to control via one of the configs actually, but idk for sure

vague shoal
white willow
#

idk

blazing whale
white willow
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not sure

sonic canopy
sonic canopy
#

Try lowering shadowsMax value

blazing whale
white willow
#

try around 0.35 that value might work nicely

blazing whale
white willow
#

hm

silent zealot
#

You know what

silent zealot
vague shoal
#

Currently messing with color grading until I can get what I want

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With it

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To make it look like this

safe urchin
silent zealot
quick beacon
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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.

mossy verge
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Maybe it's due to auto exposure

quick beacon
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It seems to be auto exposure doing its magic

viscid moth
#

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

tribal trail
vague shoal
tribal trail
viscid moth
#

does anyone see this btw
there's a line following me

pale urchin
#

@white willow How did you reduce the reflection strength?

proud pike
viscid moth
drowsy lantern
viscid moth
white willow
white willow
proud pike
#

hmm

white willow
#

Maybe like the way colors are handled is different and that's about it

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With point lights I mean

proud pike
#

from what i've seen ACES is the most unique out of all the tonemaps

viscid moth
#

ngl hable and aces looks kinda same to me aces being a more deep fried in a good way

white willow
#

These are with reinhard luma

proud pike
proud pike
white willow
viscid moth
proud pike
#

im gonna try cooking with Hable, to get a neutral preset

white willow
#

Mine is very contrast heavy

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Along with desaturated tones

proud pike
#

love that

white willow
#

I was finally able to mimic prizmas sky fixes

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Which helped reduce a lot of issues I had before

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It even allows for vol fog to kinda mess with the sky too

proud pike
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:o

white willow
#

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

stark harness
#

What is pbr

pale urchin
# stark harness What is pbr

Physically Based Rendering. A broad term used to say that a render is done based off of real life light mechanics

silent zealot
#

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

graceful iron
#

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?

silent zealot
graceful iron
#

Ty

earnest sierra
#

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

slate shuttle
#

Hey, guys i have question, i am somehow able to make water less light blue and mroe dark blue?

white willow
#

not at the moment no

long ruin
#

Womp womp

slate shuttle
#

ohh ok

sonic canopy
white willow
#

Unless the images are wrong, the images with fog have more fps

proud pike
#

I like a challenge.

#

lemme cook

proud pike
#

Hable?

tribal trail
#

yes

proud pike
#

hmm alright

white willow
#

Arc vs Alegzzis moment

proud pike
white willow
#

If I didn't have so much work I'd get cooking on some other visual styles

proud pike
#

in me messing about, i got this cool retro style effect

#

ill try building upon this later

white willow
#

Woah

proud pike
#

the farther colours get unsaturated

#

:o

white willow
#

Looks so weird but also cool

proud pike
#

much more pronounced

#

legal flashbang

earnest sierra
#

me when flashbang

proud pike
#

real

#

accidentally made it too retro :P

blazing whale
proud pike
#

no

earnest sierra
#

oop

proud pike
white willow
proud pike
#

hol up, im still cooking

white willow
#

Nether

proud pike
#

also any idea how I can fix this horrible colour banding?

#

in the sky

white willow
#

I haven't figured it out yet

proud pike
#

hmm

white willow
#

Not sure if it's something with my shadows settings or my highlights

proud pike
#

i see

white willow
#

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

proud pike
#

its bad...

#

real bad

tribal trail
#

hah

tribal trail
proud pike
#

its alright but the banding is wack

proud pike
tribal trail
proud pike
#

im trying to fix it

#

one main cause seems to be gamma

white willow
#

Try decreasing the shadowmax

proud pike
#

lowering that in favour of gain is better

proud pike
white willow
#

I use a 0.35 shadowmax

sonic canopy
#

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

pale urchin
proud pike
#

I see

#

me likey

#

no blown out emmissives

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yay

#

that does it.

#

@tribal trail how does it look now

silent zealot
#

Grass is shiny

pale urchin
#

Sometimes grass do be like that

proud pike
#

me likey a lot

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even more

blazing whale
#

Look good

proud pike
#

uh oh, aces looks crisper

#

reinhard looks alright

#

reinhard_luma is alright

pale urchin
proud pike
#

hm

#

reinhard luminance looks ass

#

Hable looks the best imo

#

its the most balanced of the tonemaps

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minor adjustments

#

@tribal trail did I cook?

pale urchin
#

You guys sure like fog

proud pike
#

i sure do

#

:)

long ruin
#

I like smog

proud pike
#

i like not being able to see shit

long ruin
#

Same

proud pike
#

whoa clouds actually blocked light shafts?

#

first time noticing this

#

thats cool

pale urchin
#

One of the first things I've noticed

proud pike
#

:p

pale urchin
#

But never as crisp as that

proud pike
#

what can I say

#

I cooked.

#

this scene would look great with WaterSSR

#

can't wait

#

is my sun about to explode?

#

its getting bigger

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im gonna try some render dist shenanigans :)

#

I may or may not have broken something

#

it works :)

#

I may have done something crazy.

white willow
#

Oh no what

proud pike
#

DH on Bedrock anyone?

white willow
#

Oh no

proud pike
#

I cooked

#

and it works

#

i can probably go farther.

#

256 render dist soon

long ruin
#

Hows the fps

proud pike
#

20

#

fps

long ruin
proud pike
pale urchin
#

on 128?

proud pike
pale urchin
#

And what about 24?

#

As a baseline

proud pike
#

every deferred setting is maxed

proud pike
long ruin
#

Same

long ruin
proud pike
long ruin
#

Ah

pale urchin
#

Bedrock's normal max is 96. How's that?

proud pike
#

deferred_viewdistance

pale urchin
#

No I mean how's the FPS

#

on 96

proud pike
#

ah

#

hold on ill check

#

btw ram usage at 128 chunks

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surprised its so low

#

2.7 GB of GPU mem used

#

testing 96 chunks atm

#

will try 256 after this

proud pike
# proud pike 20

this is on a mobile 1660 Ti and a dying i5 9300H, someone with better specs is more than welcome to try this

white willow
#

I definitely can later

proud pike
#

be wary, it takes a while for the game to start generating chunks

proud pike
white willow
#

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

proud pike
#

5 fps should be ok

#

aaja is probably looking at this and sighing.

white willow
#

Breaking the game for fun moment

proud pike
#

real

white willow
#

I remember when I was making this platforming game it had bouncy walls right

proud pike
#

yea

white willow
#

For fun I turned up the wall bounce velocity and it was so broken

#

But really funny

proud pike
#

lol

white willow
#

Until it went so fast that I clipped through the wall

proud pike
#

waiting for chunks to gen

proud pike
#

the moon is peaking through the void :)

white willow
#

Good ole platformer made with JS and HTML lol

proud pike
#

@pale urchin same fps, 96 chunk render dist

#

time to try 256

pale urchin
#

Can you find at what point the FPS stops at 20?

proud pike
#

so real

proud pike
proud pike
#

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

proud pike
#

minecraft is using less RAM at 256 render dist

#

💀

white willow
#

What the hell

proud pike
#

bedrock moment

#

this just looks crazy

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another crazy thing happened

#

i have it on video

#

hold on

white willow
#

Not quite sure how the performance compares tho

proud pike
#

i mean Bedrock does have an LOD esque rendering

white willow
#

Yeah just not like DH

proud pike
#

true

proud pike
earnest sierra
#

Probably

#

But that’s really weird

proud pike
white willow
#

Phones look to cap out at their vanilla max

#

And I think pc also hard caps at 96

proud pike
#

im sending something cursed

proud pike
#

far past that

#

prolly around 128 to 156

earnest sierra
proud pike
#

or beyond

earnest sierra
#

Pretty sure it’s over 96 for pc

white willow
proud pike
#

almost done uploading

#

i love slow internet

white willow
#

Normal on the left deferred on the right. Normal at 17rd deferred at 24 cap out at the same distance

earnest sierra
#

iirc mc on my phone crashes after it loads over 32 chunks

proud pike
#

call me the Chunk Artist lmfao

#

@white willow

#

look at this

white willow
#

WHAT

#

that's wild

proud pike
#

fr

earnest sierra
proud pike
#

lol

white willow
#

pretty cool. would probably run better if i wasnt on 1440p

vague shoal
graceful iron
proud pike
#

real

proud pike
safe urchin
#

me want

tribal trail
#

If you have time, compare it with mine

#

you can find the new version on my diwcord

white willow
earnest sierra
#

Deferred completely broke for me

proud pike
#

Oof

proud pike
tribal trail
#

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

white willow
proud pike
#

Absolutely, they look great

graceful iron
#

got a project working (auto generated heightmaps)

vague shoal
#

Like better rtx

pale urchin
#

They said they'll do it won't they?

vague shoal
#

Really?

faint snow
#

They did

vague shoal
#

I only suggested it to them

#

But in rtx you have to get real close to see it waving

faint snow
#

I thought it’s not waving

vague shoal
#

Where you can see it waving

pale urchin
#

That's BRTX though

#

Not normal RTX

vague shoal
#

They can’t do something similar for deferred?

faint snow
#

Normal rtx water is flat

vague shoal
faint snow
#

It’s not waving

pale urchin
vague shoal
#

Yayyyy

#

Can’t wait for that

#

Also I found a good cubemap for my pbr pack

#

When cubemap support comes

faint snow
#

Current water is eye bleaching

vague shoal
#

Deferred Water looks like it’s dirty pool water

faint snow
#

Can’t they change its colour to dark blue

vague shoal
#

Without reflections

vague shoal
faint snow
#

Yeah but it’s tricky

viscid moth
silent zealot
bitter cargo
#

ore ui

#

the future

viscid moth
bitter cargo
#

oh

#

still going to point out the weird button placement and optimisation issues

#

ore ui

#

yippie

silent zealot
#

@quick beacon FYI, you misspelled reinhard luminance

silent zealot
#
{
    "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
quick beacon
silent zealot
#

Is colour grading per biome possible?

quick beacon
silent zealot
#

smokeyyum Red nether

sonic canopy
#

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

pale urchin
#

I still doubt that scripting will be the main way to go here. I'm thinking more like how biome fog is currently handled

sonic canopy
#

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?

silent zealot
#

WHat?

#

#1210247927885340692 message

sonic canopy
#

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.

pale urchin
#

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

sonic canopy
#

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

silent zealot
earnest sierra
#

hopefully

sonic canopy
#

on client side scripting you mean

pale urchin
#

Honestly I think they'd just add the color grading stuff to fog

sonic canopy
#

I hope not, fog stack is so painful to control

pale urchin
#

I know, but that only means they should improve that system

sonic canopy
#

Forgot fog identifier? Guess you're now stuck with fog forever

pale urchin
#

We need a fog stack API

sonic canopy
#

And a remove, list or clear command

sonic canopy
silent zealot
sonic canopy
#

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.

pale urchin
#

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

silent zealot
#

Damn, ACES is so dark in nighttime

sonic canopy
pale urchin
#

tone mapping definitely wouldn't work as expected because like you said, low dynamic range. The others could work well though, but without HDR, 🤔

silent zealot
#

That's...interesting...where is the light coming from who knows

pale urchin
sonic canopy
#

We have a rule against leaks

#

Someone is getting banned

white willow
#

Lmao

silent zealot
#

God, I love ACES but indoors or night time sucks

#

Reinhard luminanve is vetter for night time and indoors for me

rocky halo
sonic canopy
#
{
  "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

silent zealot
#

My water normal maps still look ass 😩

sonic canopy
#

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?

white willow
sonic canopy
#

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

silent zealot
#

Does global.json global mer actually work or am I going insane

white willow
#

i tested it a few days ago and it was working

silent zealot
white willow
#

try 0,255,0

sonic canopy
#

The docs are a bit incorrect

silent zealot
#

stare Veka is typing, let's see what he has to say

silent zealot
sonic canopy
#

Ah wait, they fixed it for global MERS

#

Nvm, example is still wrong

silent zealot
#

Haha, so what is the correct example?

sonic canopy
#

This one

blazing whale
silent zealot
#

So it needs to be an array not a hex

sonic canopy
#

It all needs to be in a pbr object, that's the important part

#

Idk about hex, didn't test it

silent zealot
#

Isnt that what the docs do?

sonic canopy
#

Look at example global.json

silent zealot
#

what Yeah...it's the same?

sonic canopy
#

This one is wrong

#

It's the first json with global values on that docs page

silent zealot
#

🙃 so then why is my entities not glowing?

#

Please just tell me it's a spelling mistake or something

sonic canopy
#

Do they have a MER texture set already?

silent zealot
#

Oh my god do you need them?

sonic canopy
#

Nope

silent zealot
#

🙃 so why my horsey not glowey

sonic canopy
#

Idk, it worked for me when I tried it

sonic canopy
#

Managed to get it working?

viscid moth
sonic canopy
#
{
  "format_version": [1, 0, 0],
  "pbr": {
    "actors": {
      "global_metalness_emissive_roughness": "#00ffff"
    }
  }
}
#

I do get this tho for some reason

hoary tendon
#

😂

sonic canopy
#

Nah doubt it

silent zealot
sonic canopy
#

Didn't check

silent zealot
#

I think I like the water

slate shuttle
#

wait thats water?!

#

thats sick!

vague shoal
#

“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

white willow
pale urchin
pale urchin
#

Ah, but then again

#

You won't see point light specular blobs when its perfectly reflective

pale urchin
#

You could reduce roughness imo though

silent zealot
#

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

white willow
#

Mine I think uses 15 roughness so some specular still comes through but the sky still reflects nicely

proud pike
#

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

safe urchin
#

240p resolution lmao

silent zealot
proud pike
#

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

silent zealot
#

Works as Intended?

#

But...it isn't a full block

proud pike
sonic canopy
#

It's not a point light either

long ruin
vague shoal
#

Officially

proud pike
long ruin
#

For me they did

#

Just buggy

proud pike
#

i had tested this in 1.20.60 and 1.20.70

long ruin
#

Hmm

#

I'll try it out before updating

#

I'll send a ss

proud pike
#

i had no slider nor did it have shadows

long ruin
#

Yeah it didn't have a slider

proud pike
#

working as intended in 1.20.80

silent zealot
proud pike
#

its set to a point light in prizma too

sonic canopy
#

I meant that it's too large to be a point light

silent zealot
#

Zooming out works

white willow
#

I disabled the point light on mine due to this

long ruin
#

1.20.73

proud pike
#

hmm

#

weird

#

it didn't work for me

#

i tested it in 1.20.71

long ruin
#

Hmmmmm

proud pike
#

that shouldn't really matter

long ruin
proud pike
#

ill try it again later

silent zealot
#

Man, ACES sucks for night time lights

white willow
#

flashbang crashed my game

white willow
#

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

silent zealot
#

Fern or tallgrass?

white willow
#

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

long ruin
silent zealot
white willow
#

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

viscid moth
white willow
#

my brain

#

anyways yeah i found what i was looking for

viscid moth
#

smh it's the grass block and tall grass which is one block tall
and double_plant_grass which is two blocks tall smh 💀

white willow
#

there we go. they both have heightmaps now

quasi trench
#

ooo grassy grass on grass in grasslands biome

white willow
#

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

viscid moth
#

lol

#

it means all block entites should have pbr

white willow
#

i just find it really cool that it works in your hand

viscid moth
#

ender chest works too

white willow
#

seeing this makes me hope item pbr will work in the hand

#

even within item frames

#

crazy

viscid moth
#

bc they rendering as an entity

#

also the decorated pot is glitched

#

in hand

white willow
#

im just not used to items that im holding having heightmaps and such lol

#

very cool that it works that way though

tribal trail
sonic canopy
#

What do you think we'll get today? Imo we're definitely getting a fix for aces on Android, and maybe improved SSS.

viscid moth
#

nvm SSS is gonna come first but i expect bug fixes for entity pbr

sonic canopy
#

What are the bugs again? Warden and horses?

sonic canopy
viscid moth
sonic canopy
#

Or in any shaders, afaik it's just on windows in water

sonic canopy
#

So besides those, and global PBR issues with horses and warden, there are no other issues?

viscid moth
#

chain glowing randomly bug

viscid moth
sonic canopy
#

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?

tribal trail
viscid moth
#

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

tribal trail
#

i made my sun perfect

sonic canopy
tribal trail
viscid moth
#

lmao

tribal trail
#

and why should they change it, it's different, but it doesn't make anything harder

viscid moth
#

or just document it
the documentation is saying it's the same for all objects confuses people

tribal trail
viscid moth
#

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

tribal trail
quick beacon
viscid moth
#

huh

quick beacon
#

Yea

quick beacon
#

because sunset is at 0.75 not 0.25 in global.json, but in atmospherics.json sunset is 0.25

tribal trail
#

yea

viscid moth
#

also they did comment this in the docs

#

and it's wrong

viscid moth
sonic canopy
#

The issue is that it's too bright?

viscid moth
#

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

tribal trail
viscid moth
#

do you mean low roughness blocks

tribal trail
viscid moth
#

oh that's just a bug

tribal trail
#

it should reflect sky because it's very reflective block, but not that much in my opinion

sonic canopy
#

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

tribal trail
viscid moth
#

it have like this weird color tinting

tribal trail
viscid moth
#

still looks weird

tribal trail
viscid moth
#

is there any way to fix this

tribal trail
#

and I don't know if it's possible, but objects shaded by the shadowmap should not reflect the sun

sonic canopy
viscid moth
sonic canopy
#

Just wait till we get SSR, it might just solve all the problems

viscid moth
#

big glare shape vs small glare shape using the same brightness

tribal trail
tribal trail
#

there should be a roughness threshold from which sky reflections are visible

tribal trail
#

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

quick beacon
sonic canopy
viscid moth
#

also there's also a vol fog bug/ visual glitch

tribal trail
#

or this

tribal trail
#

I know this will probably hide the problem a bit, but I still don't think it will fix it

sonic canopy
#

Ig we'll have to wait and see

tribal trail
#

Besides, what is the problem with reducing sky reflections on very rough blocks?

#

there is almost no benefit to them being there

sonic canopy
#

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

tribal trail
sonic canopy
#

In the first pic, wet dirt is supposed to reflect the sky?

quick beacon
sonic canopy
quick beacon
#

Yea, that's what I meant

#

But what would the fix do? I am not wizard like you ^^'

sonic canopy
# tribal trail

Looks fine to me, if you assume that there's a bright sky just behind you, it looks just the way it should

quick beacon
#

I can't remember what he said

#

#1230547921997402264 message

viscid moth
#

is it this bug?

sonic canopy
#

Or maybe not, idk for sure, we'll know in a few hours

quick beacon
#

" that drastically improves light ray intensity"

tribal trail
sonic canopy
tribal trail
#

I wish we could have this

#

it looks soo cool

sonic canopy
# tribal trail Would it be possible?

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

viscid moth
quick beacon
#

idk what is the best way to do reflections

tribal trail
sonic canopy
viscid moth
#

Remy vs Jerry vs Splinter??

#

jerry is a mouse tho

quick beacon
tribal trail
quick beacon
#

:)

tribal trail
#

but it's true

sonic canopy
# quick beacon ok, fair but what about non RTX

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.

quick beacon
#

I never had any issue with SSR on Java. Why do people dislike it?

sonic canopy
#

Can't reflect things offscreen ig

quick beacon
#

But how's that a problem?

#

Isn't that like super performant?

sonic canopy
#

And an awkward transition from things that you can rfelect to things that you can't

quick beacon
#

Oohhh

sonic canopy
#

Also it can have artefacts

quick beacon
#

I'd take that honestly

#

my opinion though.

tribal trail
#

i woud like SSR in general and ultra setting for pc with 360 SSR

#

I loved this in java shader

tribal trail
quasi trench
#

preview day today?

#

:doggysmurkW:

quick beacon
long ruin
sonic canopy
#

In latest preview?

#

That explains a few things

mossy verge
#

3 days ago

sonic canopy
#

RIP SSR, they'll probably add it after water shading is out

quick beacon
#

what is water shading

sonic canopy
#

The new water

quick beacon
#

how does it look like?

sonic canopy
long ruin
quick beacon
#

Oh

quasi trench
#

at least its been well over a month since

#

maybe it’s cooking now

#

or.. steaming

viscid moth
#

may be they burned it

long ruin
#

Lmao

proud pike
proud pike
#

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

white willow
# viscid moth

Villagers texture doesn't break anymore. Not sure if you can apply texture set to them now or not

sonic canopy
proud pike
sonic canopy
#

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