#Graphics General
1 messages · Page 8 of 1
I always liked powerpoint presentations vibe
Meanwhile on android. LIIINNEESSS
?
Prizma Deferred
W
I had low power mode turned on


How do these color codes work? What does each number represent?
RGBA
Red, Green, Blue, Alpha
Thanks
i just got home lmao
ACES in deferred vs in MCRTX
Aces in that first pic looks beyond chalked lol
Looks better in RTX tbh
But that's just my opinion
the lava has given me permanent visual impairments
Whoops my bad
I mean yeah. But you can probably get it looking way closer to RTX by just tweaking values to be less bright
It seems like it's better in RTX because of just better shadowing and stuff
Ahh I read it as "It seems like it's better RTX"
I like the soft shadows in RTX
Ohhhh
Yeah, ACES just sucks with emissiveness
I think it's just that emissivness sucks without global illumination
Some tweaking to deferred emissive brightness might be able to fix that
Idk
But in general RTX emissives jsut have better depth in general
I guess I should've worded it better, in ACES, you can't see the texture, in reinhard luminance, you can see the texture
Specifically on the texture
In aces glowstone why point light not working in your pictures?
How you fix black nether in deferred?
Can Mojang fix aces glowing texture bug for Android?
I use aces
man i cant wait until ps5 deferred
tho it could be held off until a ps5 port is made
We have the fix checked in, and it will come out in the next major preview version. 🙏
👀
Thanks 🙏🙏
Never know
It doesn't have a point light. Imo it's not a good idea to add point lights to blocks that are large, and especially blocks that can be used for construction in large quantities, such as glowstone.
But the blocks do not have good lighting without point light
I think point light without point light shadow is better than without point light.
But that's the thing, full blocks aren't supposed to be point lights. They are too large, and can be used in large quantities in construction, and even natural generation in the nether, which can have serious performance implications. I get that it results in better lighting, but I don't think it's a sustainable solution. Ideally deferred should improve the lighting of light sources without point lights like for example with spherical harmonic based light propagation volumes
On the last pic, your can see that emissive brightness is identical in deferred and RTX. But in deferred, surrounding terrain isn't affected by glow, unlike in rtx. So it seems like the only difference that causes glowing textures to look bad is a lack of GI.
The graphics team on their way to make ACES my favourite again
Btw aces just got an update
https://community.acescentral.com/t/aces-v2-developer-release/5427
After many months of work, the Output Transforms Working Group has reached a milestone where the algorithm is ready for release to developers. The content of this post constitutes the ACES v2 Developer Release. Heavy development work is concluded, and, at this point we don’t anticipate changing the structure of the core math any further. Howeve...
new tonemapping coming
aces_v2
maybe
Probably doesn't mean anything for deferred since it uses an approximation anyways, but in case if someone ever makes an approximation for the new version, it could be potentially added
:O
doesn't mean anything for deferred
so what about rtx /j
That could be useful for custom (RTX or otherwise) shaders tho
@white willow (#1182095383015456829 message)
yeah. i was mostly saying that a bright sun shouldnt cause this issue
Yea
it shouldnt end up killing off any form of shadowing
Is Aaja aware of this?
thats what last nights talk was about actually
i was trying to figure out why things werent being shadowed and i found out it was due to a brighter sun
Can it be fixed is my question
atm not sure but ik its possible to fix
They can fix it for sure, but idk what causes it happen.
Vanilla block shadows should not exist in deferred as well
id try to come up wiht an explanation but atm i dont really have one
they should
Why
Especially without any form of advanced AO in the engine rn
yeah, this is part of vanilla ao
and trust me, without it the whole game would look even more flat and ugly
Honestly, without it, I wouldn't even use deferred at all and probably start making java pack
I just look bad, flat, ugly, terrible and I want to use bleach on my eyes
This is not AO but shadowing of the sky. Without it, all ambient brightness would be the same
plus I like it
ooooh
idk, maybe I called it wrong, but I like it 
How would that look?
I'll show
Ever seen full bright packs?
Vanilla vs ambient always 1 vs ambient always 0
Always 1 vs vanilla vs without deferred
Ah so it is full bright basically
yeah
I'd like to see things like HBAO or even GTAO added to deferred. Perhaps tied to high and ultra shadows
I would love to see GTAO so much
Yeah it would be great
Either a like dedicated slider for it with different settings like vanilla ao, ssao, hbao, and gtao or tie them into shadow quality settings
I'd prefer it to be its own thing though
Those are all screen space techniques tho, and they solve AO instead of skylight exposure. It's kind of the same thing, but in minecraft there is a distinction
Idk any non screen space ao options aside from RTAO so
Yeah we know
but deferred needs good scree space ao
that's what we mean
Skylight exposure is definitely an issue though. We should be able to use realistic sun values without shadows getting nuked yk
Ig for now though I'll reduce my sun brightness 🫡
Why would you need to use realistic sun volues
Just use what looks the best
I'm just saying anything above like 5k luminance I think cooks shadows completely
Haven't had time to test yet
Yeah, since the entire lighting depends on sun illuminance, changing it doesn't really affect much because auto exposure will adjust to it anyways. But it does affect relative brightness of the atmosphere, in comparison to light sources
It's just more of a, if you want to it shouldn't cause issues but does kind of thing
10k luminance isn't really all that much for a sun. Shadows shouldn't get baked out of existence
If I'm not mistaken the sun in RTX is far brighter than that too
Please correct me if I'm wrong though
grand theft ambient occlusion

LMAO that's one of the funnier things I've heard today


real
time to be the bearer of information
the sun brightness sweet spot is about 300-150 illuminance for the best and most accurate outdoor shadowing and indoor lighting
this range has little to no exposure weirdness which also makes it a great position.
problems ive encountered though
outdoor lighting thats not shadowed is just meh
very bland overall
but if you want better looking forests and buildings, this is your best bet
another positive. sky reflections are cleaner
its rather subtle but it is noticeable
left is 250lum right is 10k lum
ok uh now that i compare, there is almost no difference here
i... think theres only net positives
oh ig a negative is if youre going for realism since emissions and point lights will show up during the day
indoors are imensley better. left is 10k lum right is 225 lum
the auto exposure it seems cannot handle this amount of light
You could try modifying auto exposure to make response curve linear instead of curvy
Updated list of
Not working texture sets
•Banner - doesn't work
•Bell - doesn't work - doesn't cast shadows
•The beacon beam - doesn't work but devs are aware
•The piston arm - doesn't work
•Horse - doesn't work
•The llamas and their carpet - doesn't work
•Shield patterns - doesn't work
•Warden - black texture with bioluminescent layer material but using default in render controller works
•Hanging signs - doesn't work
•Signs - doesn't work
•Enchanting table book - doesn't work
•Candles - don't work
•The end portal texture in the entity files- What is the purpose of this file but still doesn't work anyway
•The paintings - don't work
•The guardian beam - doesn't work
•Riptide spinning texture - doesn't work
•Skull and heads - doesn't work
•Conduit - doesn't work
there's more but I need some more testing
this bug happened to one of my discord members
he said
Whenever the in game time reaches towards noon my game melts
any ideas what might be causing this
I do use 100000 for noon
Looks like bloom can't handle such large brightness and turns into NaNs
Turning off bloom might help
welp
Does anyone know when the black lines are gonna be fixed?
Is this heightmap, MER, PBR in general?
mostly general everything except warden doesn't work with texture sets
there's no glitch there's no flicking
they don't work with heightmaps and mers
Warden does work you just have to do a workaround for it
Which technically you shouldn't have to do
What is the workaround
You have to change the material in the render controller
I’m surprised how well deferred runs on my iPhone se 3rd gen
It stays at 60 fps most of the time
meanwhile me with iPhone 15 and 20 fps

How’s that even possible
Ultra settings
and 24 chunks
Turn everything to low then
and low power mode
bruh
I'd rather have 10 fps on ultra than 120 on even medium
graphics > fps
My iPad can do 24 chunks with little issue
for me
mine is fine
Still looks beautiful to me even at low
Fog gives me the biggest fps hit
But I guess not for you
but not as beautiful as on ultra
Low looks pretty bad. The shadows are insanely flickery, fog clips through everything
NOT MY VOLUMETRIC DOG
NOOOO
I love 60 fps tho
YOU KILLED IT
The only things that look good on low tbh are point lights I don't notice a quality difference with those
Oh and ig reflections but those can just stay on ultra since they have zero perf impact rn
The difference for you is you are playing with it. Me and alegzzis at least I assume she isn't using it to play and more or less to test things
Oh
If it runs bad tbh idc because half the time I'm on my phone to make sure my pack isn't broken on mobile
test things and get some sexy screenshot
show me
I had more but I can't find them
Seeing a mobile game having modern graphics is crazy to me lol. Cuz just a few years ago mobile games looked awful
Vanilla bedrock looks worse than Java
Bedrock is a mobile game ported to PC and consoles
It’s cause of the grass i think
They just look different
I can tell which one is Java
And which one is bedrock
Deferred kinda fixes that
It make bedrock look more like Java graphics but with dynamic shadows and more
Or a Java shader
No
And also mojang before grass on bedrock was beautiful
Don't reverse copper bulb, reverse grass
Grass before was so beautiful, with variations
I think its because of block and entity shading
That doesn't look all different between the two versions
I like Bedrock's shadows and water
I hate bedrock’s shading
We are north and south poles
Yeah Bedrock's looks more vibrant
Also, I'm noticing that light penetrates deeper in Java's water
But it is due to bedrock weird lod probably
To hide
I don't think it's LOD that's causing it here
Otherwise the water surface would look totally solid
No because it is to hide the seagrass that disappear
If I zoom in I can still see seagrass
What are the seed and coords?
Didn't we have this same discussion before?
I won't deny that, but I'm just saying I don't think that's the culprit in this screenshot
pfff i need to start my computer
I'm not saying that sea grass doesn't get hidden. I'm just saying that water isn't a factor in it
Not in your screenshot anyway
?
what
no the water is less transparent on bedrock probably because the lod
And I'm saying that lod isn't what's making the water less transparent in your screenshot. You're too close to the water for that to be the culprit
an example when it is problematic :
it was not my screenshot
Oh ok. Well I was talking about that screenshot anyway
a guy complained to have java graphics in bedrock on the feedback discord
Oh? Where?
#1221932579846885436 message
I understand they want java graphics because java is more serious
Java is like sasuke and bedrock like naruto in terms of graphics
Oh that dude lol
I found this while searching in the official Minecraft discord
The link don’t work
Could this stream possibly have had never before seen footage of the sdgp?
We’ll never know
wayback machine time
It’s either a screenshot or this video https://youtu.be/YwWiq2T26Aw?si=-nKyC8lfgmmOD-tN
Minecraft is a sandbox video game created and designed by Swedish game designer Markus "Notch" Persson, and later fully developed and published by Mojang
We’re also a little something extra, which we’re humbly naming the Super Duper Graphics Pack. This optional DLC pack is crammed full of excessive visual razzmatazz: light will filter in shimmer...
Nvm I just realized it was a twitch stream
I hate this shadows issue in mcpe Is anyone have solution
No. That's just a bug
@still zenith sorry for the ping but this is happening with some pbr packs
I’ve only encountered this bug with 2 pbr packs
I've done testing and this is very similar to the old sun bug
Only happens when sun values are high and reflections are enabled
And limited to mobile
Your pfp is made with ai ?
It was from an ai skit video I saw on yt
K
man if there was anything i could want... it would be a water normal like this fr
video would probably go better...
also really wishing deferred had gi too
(not betterRTX i used the global lighting files to chagne sun angle)
which if you plan on doing this i dont recomend it that much since it does cause some weird issues
i wanna see what the custom sun angle looks like in normal rtx
more pics plz
it don’t look that bad
i hope we have this in deferred
RTX with the sun angle should look like this but it doesn't. Something goes wrong somewhere
Not that it matters that much but yeah. It does break some things
Still cool that it works
You can. Just have to know how to make a normal like that
That's not actual wavy water just an illusion
i’ve not even made a pbr texture yet
I was mostly just saying I wish I had the skills to make a water normal that good
Having actual water parallax though would be cool
I just don't see it happening
But I'd like to be proven wrong
Feature idea when it comes to improving fog
Geometry splits up the fog
Like the bars in the windows cause the fog to break up and look like separate rays
Atm fog ignores this and still looks full
This isn't like an immediate request but like a future quality improvement idea
I think fog is affected by geometry, such as leaves and iron bars, but just not by glass specifically since it has translucent material. What would solve that tho is shadow being tinted by translucent materials
Hm you might be right
I'll test it later I guess
I've never seen light rays pierce through leaves though so idk
Ah
I don't think it would ever be able to be as clean as RTX does it but I'm sure there could be some improvements
I might just be putting out thoughts into the void. I will test this theory later though. If it does work that way forget I said anything
Everything that casts shadows affects the fog
he is online now
^
^
but it's so addicting 
aajabrams is not a drug!

^

Feature that would be great for deferred. Moon phased lighting. Being able to determine different moon brightnesses based of the moon phase
cough Molang query support cough
cough I love abusing molang to make rainbow lights cough
Man I wish I could play deferred with someone else
I’m always alone when playing deferred
😢
if i had time and played survival more, i would. just im very busy
You sent this exact message for the 3rd or 4th time
Instead of searching for a friend to play mc deferred
you can learn how to code and build a bot that can play mc with you
I thought that more people here would prefer Minecraft grass
i hope next week alot is gonna be coming for deferred
they cant leave us with nothing for three weeks in a row like this

PlayStation support 🙏
So I can finally play deferred with friends
Reflections 🙏
no way they’re finished with that this quickly
i will do 100 jumping jacks if they release that next week
Definitely not. Considering most of it has to be rewritten because of PSSL
At least I believe it does
Maybe not rewritten to its entirety since they are using a cross platform rendering engine
Yeah makes sense.
I wonder how much they will have to do with porting deferred to switch
Isn’t switch Minecraft just an android port over to switch?
They'll probably add deferred to switch 2
It would be better to not worry about the current switch and just wait for the switch 2
Considering the switch 2 is running on Nvidias Ampere family of gpus. It'll more than likely have a sizeable jump comparatively
What they do is their choice though
definitely excited for switch 2
They gotta add it to normal switch too
If they optimize it enough I think deferred can run on it
No
Question is if they can optimize it enough for a 60FPS experience.
It will probably be the same as legends graphics fps
Which is mostly 40-60
For me
Crazy assumptions
If anything they will pull a paper Mario and optimize it for 30fps
30 fps 6 chunks don’t expect more
Yea
It wasn’t 6 chunks?
I don’t think
On legends
Bedrock got no LOD system in place..
Im talking about bedrock
Oh
But ngl thousand year door looks insanely good for a switch game
Well maybe 8 chunks
Don’t expect more than 6 chunks
We’ll just have to wait and see
I think mojang could pull it off for sure but it would need so much work
I don't think the Switch will get deferred.
I guess
Even with all the optimisations it will still look like shit
Well it’s in the platform configuration
I don’t think it will
So much work that imo it's not worth the hassle and would be better to wait for switch 2 as it would be capable
Cause I like it even at low
If deferred on your iPhone looks bad then imagine how would it look like on switch
I don’t think it looks bad
And that's your opinion
It does IN MY OPINION
And there’s tons of other people that have my opinion too
That aren’t in this server
The switch CAN produce amazing graphics but the only people that know how to do that are Nintendo themselves
No one else has managed to mimic what Nintendo has pushed from the switch
Aside from like maybe doom eternal but that game runs on some dark magic
Imagine graphics team will team up with Nintendo
Won't happen
Never
Nintendo gives zero care to third party games
They care about theirs and that's it
Which is totally fair
Im angry at Mojang for forcing us(Xbox series consoles users) to play at 4k
Don’t forget that pbr packs can make deferred look better aswell
Series S should be 1440p. Better suited for the console tbh
I want to play at 1080p on series s
That's what it was rated for
It runs vanilla 4k without any dips
It would be better to be able to select res but the series s at 4K is too much for it
If you max RD and AA it does
Yeah
But you don't really need anti aliasing at 4K lmao
I always set it to 1
Max rd with like 2 AA is perfectly fine
I wonder what kind of pbr packs the marketplace studios will come up with
In deferred I’m getting 30-40-50 fps on medium settings and maxed rd
Maybe porting Java shaders to bedrock with pbr packs
Skibidi Ohio gyatt rizz pbr
Like the bedrock addons
Can't tell me I'm wrong either
Cause they just ported tinkers construct to the marketplace
Hah
Oh and dream skins
And fake shaders
The marketplace is crazy
Id say the same studios who made those “shaders” will make pbr packs
And call them shaders or shades
And they probably won't even be good 💀
Most of the pbr packs I find aren't good
I mean they’re okay
Also by the time deferred releases there will be more customization
And features
I've literally customized a generator that makes pbr better than most of the packs I've found
😭
Gimme the generator so I don’t have to make pbr
Wish we could have a celebration server when deferred releases
I suggested it to actrometa
In yss
Cause he owns the yss smp server
Yeah arc is stupidly busy at this time so it probably won't be anytime soon
Well ontop of the fact it won't be done anytime soon either
so when can we add pbr for capes

I really wish we had a way to change fog dynamically during the day without the use of behavior packs.
So are you saying that locking graphics customization behind server side APIs is a bad idea and client side effects should be controlled on the client side, perhaps via some fast and simple pre-compiled language, like molang? I'm thinking the same thing!
Supporting Molang is going to be so good
Could you also consider that both APIs are still in early development and once they figure out and stabilized the basics of the API they can expand onto Client Scripts and integrate them into the deferred pipeline
Molang is still a better option, it'd allow for more specific and precise effects thanks to executing every frame
If they replaced molang with client scripts, that'd immediately destroy like half of the coolest visual effects that I've done, simply because they are dependent on precise execution every frame
It really sucks that new add-on systems don't get any molang support, when it makes a lot of sense if they did. Camera apis, deferred, they're both client side systems and would benifit greatly from data driving fields at runtime every frame with molang. But unfortunately it seems like add-on team either expects everything to be controlled server side or doesn't consider frame rate execution.
I kinda dislike how fog looks in the distance... :<
I guess it's supposed to look this way but I had a small amount of people complaining to me about why they can't see far away so by default my mind wants me to spend weeks to get light shafts and allow them to see far away
do yall have this issue where the higher you go the denser the fogs get
not a bug nvm
ngl the freaking sss on the leaves side is pissing me off
I wish deferred had convolution bloom. Then it'd be possible to customize convolution kernels, like you can in unreal, which would allow you to make any bloom shape you want
heart bloom shape?
Yes! Any shape you want, controlled via a texture in resource pack
oh that would be cool
If it doesn't affect performance too much it should be implemented
and i don't think it should affect performance at all
Tbf convolution bloom is slower than other techniques, but it's also currently the best technique we have and bloom resolution can be scaled based on settings, to have variable performance/quality tradeoff
@sonic canopy Sorry to ping you
Are you still working on the deferred path traced shader
I plan to come back to it soon, just was busy with other things, like finally releasing my shader dev tool - lazurite. Also before coming back to it, I wanna make another small shader demo, with GI and some other effects using light propagation volumes with spherical harmonics, just as a proof of concept.

Interesting
I don't really know about shader dev but your stuff amazes me so I will try it out
👀
It'll look good.
Oh boy
Can’t wait for that
And waves
Can’t have caustics without wavy water
Poggy's already seen the future
clone?
Yes this is the 5th time I said that
💀
simple, summon a SimulatedPlayer
All of my friends can’t get preview or cause they’re on ps4
ps4 does have preview, doesn't it?
When PlayStation support comes
what's happening here LOL
ah well, just gotta wait
Which is why I’m really excited for that
Cause then I can play it with my friends
Instead of having to wait for stable release
That is unless they don’t bring support until it’s ready to release
You can
Caustics aren't based on waves in games
It just makes sense to be paired with eachother cuz it looks more realistic
of course you can, they are not based on waves, they are simple 2d texture
ofc it is different with ray traced caustics, but we know there is no chance for that
Yea I'll stick to low illuminance values 
Literally. Caustics are basically just an animated png
Mine ^^
Yeah I'm hoping we can get a high illuminance fix as it looks more natural but it's fine for now I guess
Corrected an issue with the ACES tonemapper in the Deferred Technical Preview on Android. ACES tonemapping should now provide the expected results on Android. This should cause no changes on other platforms
Womp womp
😔 ACES emissiveness textures still sucks on Windows
Music to my eyes
Aside from the fact the sun looks like a nuclear bomb
It’s round tho
Shadows at noon feel the same as they do at day time
Which I like
but cool nuclear bomb B)
Yes
It feels proper in a way
My pack used to have a rounded sun but people complained about it so much so i returned it
How did u manage to make it look like that?
magic
It's simple but magic
@white willow
Sick
Oh hmmm
It should just be copied from like water or air
With scattering and absorption and stuff
Hmmmm
Idk then very weird
Unless weather is now better tied to your own fog
But idk
uh
"Lava Resistance" effect definitely exists
I guess we could wait for aaja to either let us know or we tinker till something works, or docs get an update
Fire resistance 
nah, we only craft Lava resistance potions over here
Yooo
Anyone tried item pbr in todays preview? 👀
Even uniform values?
ohh
texture set didn't work tho
"items": {
"global_metalness_emissive_roughness": [
0,
16,
0
]
},```
Maybe item PBR textures are locked behind a specific format version, like it was with SSS
Checking which one it could be
now I am curious
reflective items :3
seems buggy tho
Yea
doesn't seem ready yet
Not even added to global
Ahh, if you rejoin while holding that item, it will loose PBR but the others will keep the PBR stuff
Strange
Even if you haven't added PBR to the item or globally
I guess items glow now
fixed it somehow
Yea
rtx world previews go crazy
wait.... it saves the broken clouds
💀
this is so sick ngl i really like this change
I managed to make rain look better... I think
did you get the weather value working?
Literally changed the rain opacity texture in weather.png :3
although makes some neat screenshots
@white willow Your fog format version has to be 1.21.10 for the weather stuff to work... changelog said 1.21.0 LOL
from what I tested, yea
Hmm, seems you can only change fog density when it rains and not the other stuff
no comma
Strange
even setting uniform to true did nothing
"weather": {
"max_density": 0.86,
"zero_density_height": 113,
"max_density_height": 64,
"uniform": false
},```
All I did
still stupidly thick
Uhh item PBR is a thing now
nothing really. they made some changes to fog allowing us to define weather values now.
Oh
ACES fix on android
I see
bloom fix on android
W
and world previews now work properly with rtx and deferred
Nice
well... deferred kinda works
maybe soon. we have parameters for caustics in the code now
Can release in 1.21.10 or 1.21.20
What preview are we on atm?
1.21.10.20
I haven't touched any previews past 1.21.0 i think lol
I see
i cannot get this fog to work. crying fr
The water change we're getting is worth being excited for... i hope :}

This has been fixed I think
ehm so where is the rain texture located in particles
i been try to find it be no where to be seen
Environment/weather.png
oh thanks
BRUH WEATHER FOG IS WORKING FOR EBERYONE BUT ME
😭😭😭😭😭😭
I played around with the fog for weather for 30 minutes. See the correct format version and everything
Nothing
Skill issue I guess
Sadge

Real
do you have any errors given by mc
I'll tinker with it when I have more time. Had to write an essay and make a presentation which took all day
Nope
It was all done correctly
This is what my fog file looked like
I mean unless weather needs to be above water but I don't see why that would matter
weather on vs off
Which I set my weather fog really low to test if it worked right
This is NOT 0.015 density
try removing the unifrom:false
would you like to try mine and see if it works
Send it to me and I'll try it later
{
"format_version": "1.21.10",
"minecraft:fog_settings": {
"description": {
"identifier": "lynx:jungle"
},
"distance": {
"water": {
"fog_start": 0.0,
"fog_end": 60.0,
"fog_color": "#14A2C5",
"render_distance_type": "fixed",
"transition_fog": {
"init_fog": {
"fog_start": 0.0,
"fog_end": 0.01,
"fog_color": "#14A2C5",
"render_distance_type": "fixed"
},
"min_percent": 0.25,
"mid_seconds": 5,
"mid_percent": 0.6,
"max_seconds": 30
}
}
},
"volumetric": {
"density": {
"air": {
"max_density": 0.1,
"zero_density_height": 150.0,
"max_density_height": 60.0
},
"weather": {
"max_density": 1,
"zero_density_height": 150.0,
"max_density_height": 60.0
},
"water": {
"max_density": 0.004,
"uniform": true
},
"lava":{
"max_density": 0.004,
"zero_density_height": 200.0,
"max_density_height": 100.0
},
"lava_resistance":{
"max_density": 0.004,
"zero_density_height": 200.0,
"max_density_height": 100.0
}
},
"media_coefficients": {
"air": {
"scattering": [0.0569, 0.1, 0.071],
"absorption": [0.0431, 0.0, 0.029]
},
"water": {
"scattering": [0.025, 0.03, 0.035],
"absorption": [0.08, 0.04, 0.04]
},
"cloud": {
"scattering": [0.025, 0.03, 0.035],
"absorption": [0.08, 0.04, 0.04]
}
}
}
}
}
eh
I have weather below
hmm
Ik JSON likes to be oddly specific
how
So the layering doesn't matter
What the hell. I think this just hates me
could you send me your jungle fog file config
hold up your max density is set to 82 block is it cuz of that?
Nah. The height was literally not working. I went 200 in the air made no difference
Where as during no weather there would be literally zero fog
And poggy used height and it was fine
So idk where my issue is
your fog weather without vs with
💀 you sure you updated mc?
Yeah it's on 1.21.10.20
might be device issues but don't know how
might be
I'll try it when I have time later
or you need to make sure you are in correct biome
Well i guess it's nice to know it does work
@white willow ehm so there might be an actual layering problem
Oh?
so lets just say If i go back to my og config and paste your air media-coefficients and the weather vol fog
it looks nothing like the screenshot i gave you
i just copied and pasted the weather fog and the air scattering values
Still doesn't look as bad as mine did though
{
"format_version": "1.21.10",
"minecraft:fog_settings": {
"description": {
"identifier": "lynx:jungle"
},
"distance": {
"water": {
"fog_start": 0.0,
"fog_end": 60.0,
"fog_color": "#14A2C5",
"render_distance_type": "fixed",
"transition_fog": {
"init_fog": {
"fog_start": 0.0,
"fog_end": 0.01,
"fog_color": "#14A2C5",
"render_distance_type": "fixed"
},
"min_percent": 0.25,
"mid_seconds": 5,
"mid_percent": 0.6,
"max_seconds": 30
}
}
},
"volumetric": {
"density": {
"air": {
"max_density": 0.01,
"zero_density_height": 150.0,
"max_density_height": 60.0
},
"weather": {
"max_density": 0.86,
"zero_density_height": 113.0,
"max_density_height": 64.0,
"uniform": false
},
"water": {
"max_density": 0.004,
"uniform": true
},
"lava":{
"max_density": 0.004,
"zero_density_height": 200.0,
"max_density_height": 100.0
},
"lava_resistance":{
"max_density": 0.004,
"zero_density_height": 200.0,
"max_density_height": 60.0
}
},
"media_coefficients": {
"air": {
"scattering": [0.033, 0.245, 0.152],
"absorption": [0.065, 0.032, 0.042]
},
"water": {
"scattering": [0.025, 0.03, 0.035],
"absorption": [0.08, 0.04, 0.04]
},
"cloud": {
"scattering": [0.025, 0.03, 0.035],
"absorption": [0.08, 0.04, 0.04]
}
}
}
}
}
here's the modified version
@white willow sorry :-:
you sent a a fog file with comma misplaced I didn't see the erorr so
which I show you was using the default.json fog file as a fall back i suppose
here's your actual fog without error
what I would suggest it that you turn down the fog density of your weather object
Yep I planned on that
It was a test
But interesting whoops. Thanks for finding the issue though 😅
here's the comma error
Mmmm I see. It probably got messed up when I copied something
this one is your fog but weather fog being at .1 density
also aces really be doing fog justice
so now that item pbr is coming soon when is dynamic light coming
Magic
Probably not any time soon, they mentioned that there are no plans to add actor attached point lights
noo my plan to crash the world with 200 villagers holding glow stone failed
Use point lights on light blocks
then make one of those dynamic light addons and boom
lag. 
the game lags even on fancy graphics with that addon:-:
lol
And it’s always really janky as well 
lol the light updating isn't smooth even in fancy so
but I mean it works though
You got your rain fog to work?
where?
hol on for a min
if theres an extra comma then it should use a default fog file
did you provide a custom default fog that has vol fog
I have a default vol fog file do you have one?
Yeah I have one for everything
Well not a default but yk
But yes I have a default
@quick beacon pls bless me with the rain magic trick
my rain looks like they on emissive 1
then the game have used the default in the screenshot you gave me cuz your extra comma fog one was not allowed to used
why is your rain glowy
that's what I am wondering lmao
Here I bless all of you
bruh
have you fixed the .86
hold up what? send me the fog file again
😔 can't change color when it rains
{
"format_version": "1.21.10",
"minecraft:fog_settings": {
"description": {
"identifier": "lynx:jungle"
},
"distance": {
"water": {
"fog_start": 0.0,
"fog_end": 60.0,
"fog_color": "#14A2C5",
"render_distance_type": "fixed",
"transition_fog": {
"init_fog": {
"fog_start": 0.0,
"fog_end": 0.01,
"fog_color": "#14A2C5",
"render_distance_type": "fixed"
},
"min_percent": 0.25,
"mid_seconds": 5,
"mid_percent": 0.6,
"max_seconds": 30
}
}
},
"volumetric": {
"density": {
"air": {
"max_density": 0.1,
"zero_density_height": 150.0,
"max_density_height": 60.0
},
"weather": {
"max_density": 0.56,
"zero_density_height": 150.0,
"max_density_height": 60.0
},
"water": {
"max_density": 0.004,
"uniform": true
},
"lava":{
"max_density": 0.004,
"zero_density_height": 200.0,
"max_density_height": 100.0
},
"lava_resistance":{
"max_density": 0.004,
"zero_density_height": 200.0,
"max_density_height": 100.0
}
},
"media_coefficients": {
"air": {
"scattering": [0.0569, 0.1, 0.071],
"absorption": [0.0431, 0.0, 0.029]
},
"water": {
"scattering": [0.025, 0.03, 0.035],
"absorption": [0.08, 0.04, 0.04]
},
"cloud": {
"scattering": [0.025, 0.03, 0.035],
"absorption": [0.08, 0.04, 0.04]
}
}
}
}
}
try this
lets goo
you still haven't fixed the damn bracket error 💀
bruh here
media coefficient is supposed to be in volumetric object
density is only in volumetric by your way of placing the bracket
here's your file but i fixed the error
{
"format_version": "1.21.10",
"minecraft:fog_settings": {
"description": {
"identifier": "pgpbr:jungle"
},
"distance": {
"air": {
"fog_start": 0.9,
"fog_end": 1.0,
"fog_color": "#7cfffd",
"render_distance_type": "render"
},
"water": {
"fog_start": 0.7,
"fog_end": 0.8,
"fog_color": "#1aff00",
"render_distance_type": "render"
},
"weather": {
"fog_start": 0.99,
"fog_end": 1.0,
"fog_color": "#666666",
"render_distance_type": "render"
}
},
"volumetric": {
"density": {
"air": {
"max_density": 0.030,
"uniform": false,
"max_density_height": 82,
"zero_density_height": 130
},
"water": {
"max_density": 0.03,
"uniform": true
},
"weather": {
"max_density": 0.052,
"zero_density_height": 113,
"max_density_height": 64,
"uniform": false
}
},
"media_coefficients": {
"air": {
"scattering": [0.033, 0.245, 0.152],
"absorption": [0.065, 0.032, 0.042]
},
"water": {
"scattering": [0.01, 0.13, 0.02],
"absorption": [0.7, 0.017, 0.22]
}
}
}
}
}
and also the biome client file
i did
skill issue
at this point probably
if your density for air is 0.03, weather density have to be 0.01
no difference

its like the weather object isnt working
lmao nope your issue
I'd say check if your JSON syntax is correct
that's the your same fog when rained
so theres something wrong with my game
no i am saying we have the same behavior
idk where its wrong at
blud what i decreased fog density and it got denser ;-:
ther's smth wrong with your fog
😭
i literally have no idea what i did wrong
the fog file ive been using was mojangs example file just repasted
what
this may be the problem right here
its also telling me biomes that exist in the game are not allowed
but they function correctly in game
i dont understand
i dont think that would be the problem since my fog uses the mojang example file
welp this didnt work either
Probably for the same reason why everything is extremely reflective
Quite curious about something
wdym by didn't work?
Uh the same issue I've been having is present even with your fog file
At this point there's something wrong with my game
well duh it's on 0.56 i accidentally deleted 0
it should be 0.056
wait what tf even my game is broken now
QuirkyPlague is dumb
yes i am

wait nvm it got fixed the game was dumb
yeah ive double and triple checked my fog json at this point. theres no error nothing wrong with it
latest working weather fog dropped
wait. its not updating my stuff. i changed values around its the same despite the fact ive changed the fog json
its like my pack isnt in development resources and its using like a base un updated pack
my game is literally bugging
i just changed my fog to a completely different color and its still green
if it's not working for you just enjoy this screen shot 😋
then the game's not even using the fog then
does the color change work when there's no rain/weather
so the game's not even using the fog then
im gonna compile this into an mcpack for testing
pls do and send it to me
could you send it to me
I think i found what's happening with you and that might be the most stupidest bug
but let me confirm it
@white willow
i found it
i fucking found it
the bug
just rename your jungle_fog.json to jungle.json
it fucking worked for me
That's actually dumb
did that work for you?
here after color change
Sent
Thx
quirky u gotta send me some brain cells i lost some of mine after i figured this bug out
I have none left
same
also fix the bugs in your pack bruh
OCD is on 10/10 with your pack
What bugs
i mean errors
Oh... yeah the warden one was a test thingy i forgot to remove
No idea why the azalea is happening because it literally doesn't have a texture set yet 💀
I fixed your azela bug
How
i remove those two from blocks.json
Ah
I'm speechless LOL
About what
Some guy on my twitter wish that the stuff I show about LD is coming to bedrock
also remove an extra n from the name and file
💀 you haven't check out what bugs says?
The warden one is as simple as removing an animation from its animation json
Honestly I haven't cared about these 💀
if the game gives you error you gotta fix it lol
my ocd won't stand for it
I've had the azalea error since I started the pack
Never knew why
I also don't keep error logging on
i don't know the cuz of the error either
why not?
Idk I just don't
you should
My RTX pack has a bug with uh.... marketplace maps
But there's no error
So I literally do not understand why it happens
what bug would you say
One sec
Random blocks have this issue
But there's no errors
And some blocks that I NEVER MADE TEXTURES FOR
are also missing
you do turn on the error checker right?
Like all the carpets are missing textures BUT I DONT HAVE TEXTURE SETS FOR THEM YET
Yup
The only error is the azalea error
And the warden one
It's only on marketplace maps so it's not the biggest deal I guess I just have no idea why it happens
I really can't fix this cuz i can't play rt
Yeah. I'm honestly not looking to fix it. Others have no idea what's wrong with it either
to guess does it rotate between blocks the texture missing
but it's true




now I can't have my rainy fog

