#Graphics General

1 messages · Page 16 of 1

true otter
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i just activated it with luminous dreams

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and i get a white screen

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i changed to prizma and i get a black screen

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anyone knows how to fix this ?

graceful iron
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Is it bad that I unironically think that the unscaled image looks better

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I hate bilinear interpolation in scaling so much

tribal trail
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I like pixelated bloom

quick beacon
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tbh, idk which is which

sonic canopy
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I don't have any means of testing it, but I believe this material should disable bilinear filter and instead make it pixelated, like on my first screenshot, in case anyone wants to try it and see how it looks (windows only). Luckily it's a very easy mod that didn't require any actual shader modding, just a simple parameter tweak of the material file.

sonic canopy
quick beacon
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Thanks!

real berry
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I want to see your best deferred Pale Garden screenshots!

white willow
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oh man i gotta update mine since im going for a new style

white willow
real berry
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That works!

white willow
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alright

quick beacon
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That reminds me to do stuff with the biome.

white willow
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thoughts?

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i mostly went off this image that i took a few days ago

long ruin
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imagine if there was player pbr

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problem is, i wouldn't know how that would work since it needs multiple textures

fluid holly
faint snow
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I think the fog that the pack uses is hella pale so it cancels out those vibrant sky colors

white willow
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Yes

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It's just off for visual representation

narrow timber
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Anyone know how to use deferred on Android? I was told it was official since 1.21.30.

silent zealot
narrow timber
dusty whale
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So beautiful!!!I hope future deferred rendering can achieve these effects!

wise hinge
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-# wish we have customizable volumetric clouds

tribal trail
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i tried your latest test pack, and you should change gamma in color grading to work better with default value

quick beacon
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faster than the speed of light

tribal trail
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😎

quick beacon
tribal trail
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increase

proud pike
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I'll be getting a new device to test deferred on so I'll be able to give ya some feedback by tomorrow, looking forward to it ^^

tribal trail
quick beacon
proud pike
tribal trail
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and the lack of pbr is killing me

quick beacon
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just my style

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I suck at PBR so no point in using/doing it.

tribal trail
quick beacon
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I just don't like PBR

brave torrent
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same here

pale urchin
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Is that good?

quasi trench
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yeah its hard to believe but theres the ss

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theyve been optimizing a bunch

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playstation hasnt received much of the optimization by contrast

graceful iron
proud pike
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PBR is my love, PBR is my life, without it my game looks drab :(

tribal trail
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literally

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pbr is the only reason why i play bedrock

wise hinge
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maroSus pbrᡣ੭

quick beacon
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Okay, so I guess I'm the only one here that doesn't like PBR and doesn't wanna use it in my pack??

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😔

long ruin
quick beacon
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Life's tuff when you're different 🙏

long ruin
wise hinge
white willow
wise hinge
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extremely keyframed

white willow
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tbh this is a detail nobody will really notice, but it looks really cool

tribal trail
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i love normalmaps 😍

wise hinge
tribal trail
tribal trail
wise hinge
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height/normal
-# farmland_wet

silent zealot
jagged badge
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  1. Heightmap
    2-3. Normals
silent zealot
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I see...would have loved if it was taked at the same angle and time to see the difference easily.

jagged badge
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The difference is more immediately obvious with more familiarity. Heightmaps look uglier IMO

wise hinge
white willow
tribal trail
jagged badge
white willow
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Granted I've upscaled all three to 128x. So I have 128x albedo, normal and mer but it gives a similar look to heightmaps. Just I think it's better this way as normals just have more data to work with

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I'm working on a concept for adding scratches to stuff like iron

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Since the extra res lets me do that

jagged badge
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I'm surprised you opted to make weathered copper shiny. Patinas usually have a very matte texture to them.

white willow
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It degrade the quality of reflection as it gets more oxidized. I'm likely going to reduce it but it's something different I'm trying

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My other pack basically removes most clear reflection at weathered

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But wanted to try it being a bit more shiny and a little more metallic

tribal trail
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Hard to explain, but it look comfortable

jagged badge
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A very carefully crafted normal map could do that. I have thought about using Blender to generate normal maps. Creating a plane, subdividing it to the pixel resolution, then once more. Each pixel's height can then be moved up and down relative to others.

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But that sounds tedious without a template or a pipeline to speed it up

white willow
jagged badge
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For anyone who makes MER and normal maps, what is your process for "seeing" what you think is the intended visual direction?

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I am looking at the stone brick, and I can see obvious shading in these parts, as well as the highlights on the texture

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But as for the otherwise flat part of each brick (the faces that jutt out), how do you interpret the varying shades?

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This is how my bricks look with my current 32x32 normal map, it's pretty basic, and although there is very little MER to speak of for now, I also attribute the flatness to a poor normal

tribal trail
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I also sometime do gradients with roughness to make illusion of curved surface and depth if certain blok need that

jagged badge
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16x16 normal version

quick beacon
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I prefer the 32x one

tribal trail
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Just making edges curved is not enough imo

jagged badge
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Yea, the faces are otherwise flat. I've been moving vertices manually in Blender but it's so time consuming—for the brick faces I might use sculpting

tribal trail
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This is how mine look like (i knwo it's strong, but i just ported it from rtx version of my packs without any modifications, in rtx it looks less strong)

white willow
jagged badge
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See, I lack any kind of creative direction in everything I do 😆

white willow
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so like my grass has some specular reflection for flashyness but its done sparingly

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its not strong but its enough to give it some extra detailing while still looking fairly decent

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also made the normal a bit more blurry and blended so the pixel edges arent super sharp, but sharp enough to define them

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and theres some soft subsurface scattering applied to the grass top texture to just give it a little more pop in direct light at various angles

jagged badge
proud pike
jagged badge
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I'm investigating if it's my MERS

white willow
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i dont believe this happens in rtx

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but it might

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or its just a low res normal problem

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it happens in direct sunlight as well

proud pike
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ive seen that kinda thing with pointlights before

white willow
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i havent had this issue with my high res normals though. so its most likely a low res normal issue

jagged badge
proud pike
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pointlights or mipmapping is my guess

tribal trail
tribal trail
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In a different way but it does

jagged badge
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It very well could be haha, this is a pretty strong green channel

graceful iron
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Jesus

earnest sierra
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It's literal hell 😭 /s

graceful iron
blazing whale
tribal trail
wise hinge
white willow
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high resolution weathered copper concept

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yes the tiling is bad but its not something i plan on using. just made it for fun

long ruin
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hows the denoising

white willow
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DLSS is the only real thing causing issues

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cuz some of the details are just so fine and the upscaler freaks out a little

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happens in deferred too lol

quasi trench
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id want a pack like this for deferred ngl

white willow
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this one texture took me around an hourish and it still needs work (tiling problems)

quasi trench
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oh my okay

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ill let it be a wishful dream

dusty whale
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It seems that Mojang has removed the RenderDragon engine in the latest official version.🤔🤔

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The latest version does indeed support shaders for the HAL engine.😨

sonic canopy
dusty whale
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Could RenderDragon have been accidentally removed by Mojang?🤔

sonic canopy
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Rainy day shader

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I suppose now we know why HAL shaders are being kept up to date

sonic canopy
mint cloud
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Weird, HAL shaders doesn't work for me.

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maybe this is some kind of dual renderer?

sonic canopy
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It works only on v8a build

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arm64-v8a

mint cloud
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well mine is v8a though

sonic canopy
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Are you on 1.21.51?

mint cloud
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nope not yet

sonic canopy
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Yeah that's the one

mint cloud
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1.21.51 has it?

sonic canopy
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Yes

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Most likely was enbaled by mistake so enjoy it while you can, I think we'll get 1.21.52 hotfix soon to revert this

mint cloud
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i guess they probably test to see if ore-ui screen works properly with hal renderer.

sonic canopy
sonic canopy
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Nope, v7 still runs RenderDragon

sonic canopy
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Nope. As far as I can tell, v8 Android build is the only one with HAL, across Windows, IOS and Android builds. Maybe switch was also changed to use HAL, tho imo it's unlikely and I don't have any way of testing that

sonic canopy
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Hardware Abstraction Layer

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You know that your android game build is running HAL if you can use HAL shaders

white willow
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so confused how something like this could happen

vague shoal
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Just like switch

white willow
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idk maybe its just me but i dont get the hype around HAL engine shaders (aside form shader creators) They just look so primitive

vague shoal
# dusty whale

May I use this clip in my video I’m making right now?

white willow
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this is excluding china edition shaders

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those are insane

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but international Bedrock HAL shaders look very simple and primitive imo

vague shoal
white willow
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and they look like a static skybox

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you can get that exact same look in modern deferred with a cubemap lmao

vague shoal
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Hal shaders clouds were actually moving tho not static

white willow
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the only thing i can think of why people like the HAL shaders is cuz they make the game look a little better without nuking performance

mint cloud
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@sonic canopy They just released a RD build of android ver. thought might want you to know.

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Shaders no longer works now.

sonic canopy
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RIP HAL, it was nice seeing you again, old buddy

mint cloud
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my game finally runs pretty smooth once again

white willow
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very soft normals but they show the details needed. it almost feels kinda like theres depth lol

brave torrent
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Cant you change most visual aspects of Minecraft bedrock edition with HAL instead of RD?

quick beacon
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HAL got sliced. Hasn't lasted a day from what I heard. RIP 🙏

white willow
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But yea

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Unless you mean just loading uo the graphics stuff rather than making them

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If it's loading the. It's easy

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If it's making it's not

sonic canopy
white willow
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Making and loading was easier with HAL yes

brave torrent
white willow
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The files weren't given to you for free (I think)

brave torrent
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Ahh okay

brave torrent
white willow
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Well yea the files were there. Idk where exactly but they were. Still editing wasn't simple if you had no idea what you were doing

quasi trench
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woah HAL made a small return?

mint cloud
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yeah, accidentally.

humble drift
wise hinge
proud pike
quick beacon
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deferred's shadows are smooth again this week instead if them like moving 1 fps

proud pike
humble drift
jagged badge
white willow
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Interesting

sonic canopy
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Hey, look what I found @vague shoal

faint snow
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Loll

proud pike
quasi trench
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is it just me or has deferred seem to become more expensive again?

jagged badge
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I went for a completely different approach to designing the stone bricks this time. I did the normals by hand in Aseprite; I also changed the texture to be more albedo, so only normals define the shading. Here is the end result. Any suggestions for improvement on my approach?

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Has anyone else tried this albedo approach? I assume the textures, if changed, still retain the "top-lit" style Minecraft is known for

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There's a bit too little contrast in the bricks vs the grout

graceful iron
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I love that guy

rocky halo
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the new java generation makes the bedrock popping a lot more problematic

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even more problematic with the low render distance

vague shoal
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Bro keeps ignoring deferred

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Hidden code reveals Shaders and Preview are likely to launch on Nintendo Switch consoles soon!
✅Become Official Member: https://www.youtube.com/channel/UCkjxZqW8zRi4rexA3TMvmrA/join
HELP ME REACH 2 MILLION SUBSCRIBERS: http://bit.ly/2qptXQy

► Follow me on Twitter: https://twitter.com/EcKoxSoldier
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► ...

▶ Play video
vague shoal
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Deferred is finally coming to switch

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I told yall

vague shoal
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Yeah I think it’s already getting optimized but we didnt realize it until yesterday

rocky halo
vague shoal
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Unless your flying real fast

rocky halo
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so yes

pale urchin
vague shoal
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But if true than we’re heading in the right direction

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They must be preparing for deferreds arrival

rocky halo
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I hope they will improve the 3 mains problems : popping, animations and bugs with transparent things

vague shoal
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I hope they add custom clouds before deferreds arrival

rocky halo
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you it's more decorative

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me it's problematic

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but that's true, volumetric clouds were a dream when I was younger on mobile

remote tree
jagged badge
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And is specularity essentially higher metalness?

white willow
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All metalness does is darken the texture

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Which allows for clearer reflections

jagged badge
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Ah, I see. Thanks

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I need to go develop a visual direction 😄 All these techniques are neat, but without direction they serve no purpose

white willow
silent zealot
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I will say.... this is such a hard thing to set up and having to enable/disable the pbr previewer 2-3 times just for it to render correctly.

white willow
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high stylization "hybrid normal"

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uses a standard 128x normal, with a upscaled 16x layered on it

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its still a work in prog

jagged badge
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That is an interesting design! I like how it defines pixel boundaries very clearly while each pixels' normals are larger resolution

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It does look a little blurry up close though, I'm not sure how to address that

quasi trench
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as a heightmaps fan, me likey

wise hinge
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that looks awesome

white willow
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Thanks. I'm not sure if I'm gonna use it in the pack just due to the amount of time it takes and how little free time I actually have. But I might idk

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But it's definitely a cool style I might experiment with

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Now where I do think I will utilize this though is in reflective blocks as then you can get a bit more of an interesting reflection out of them rather than it being flat

remote tree
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I think it might look more concise in higher resolution.

white willow
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I could try higher res for the lower res normal

remote tree
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Yeah that's what I mean. I think it'll help sell the look

white willow
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64x might not be a bad one

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So 128x with a 64x normal. Maybe I could get away with nearest neighbor scaling. Although bilinear gives it that rounded look

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I'll test and report back with results

oak cedar
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how would i make close up thick fog?

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the custom fog i have just sets the horizon a different color.

quick beacon
oak cedar
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wdym

quick beacon
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What fog are you looking to change? Vanilla fog or Deferred/RTX volumetric fog

oak cedar
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i cant use raytracting, so vanilla

quick beacon
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Then this is more of a #1067869590400544869 question, but all you do is this

 "air": {
        "fog_start": 24,
        "fog_end": 32,
        "fog_color": "#817770",
        "render_distance_type": "fixed"
      }```
oak cedar
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and that does it close up?

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like in my face almost

quick beacon
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you change fog_start to be a low number

oak cedar
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ok thx

quick beacon
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if you use "render" it will render the fog based on render distance and it ignores the start and end values.

oak cedar
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okie

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yea works thank u

oak cedar
quick beacon
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not that I am aware of, no

oak cedar
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ok thank u

oak cedar
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the darker it is in the game the darker the fog

quick beacon
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That should change automatically afaik

oak cedar
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and not change throughout the day

quick beacon
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Don't think you cant.

oak cedar
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ok np

silent zealot
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Haven't touched Deferred in a while, not really sure if it's my configs or what but the sides of blocks are super dark now. ACES tonemapper.

quasi trench
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ooweee

white willow
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Not really sure if that would be the problem. Could also be vanilla sky color being too dark

white willow
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Hm I don't think that would be an issue

white willow
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lemme try 64

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i think 64 might be too high

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yea a little

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its basically the same as the 128x but it adds some like, blurring around the edges

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i think 32x secondary normal is perfect for whta i wanna do

white willow
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this is honestly like heightmaps but with high detail lol

quasi trench
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me likey

white willow
quasi trench
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me super likey

white willow
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everything looks like super 3D which is honestly insane lol

quasi trench
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very true

blazing whale
white willow
quasi trench
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wowza

white willow
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I tried to preserve the heightmap detail as much as possible while also giving it a more rounded shape

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The shading on the iron here though def looks crazy

quasi trench
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certainly did well

white willow
white willow
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welp gonna have to redo everything cuz it was all done wrong

iron moon
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How to get rtx on phone

white willow
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You see, first you... then you... then after that....

drowsy lantern
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Why hal shaders not working for me?
I use osbes on 1.21.51

mossy verge
white willow
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Hand drawn 16x normal

jagged badge
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Nice. The normals along the outermost edges of the bricks make them look smaller in the light, I wonder if they could be biased towards z more

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This brick texture looks "flatter" than some of the others, and IMO the normals should complement that

white willow
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as far as im aware at least

jagged badge
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Then I mean to say, have red and green be closer to a value of 0.5 (128/255), so the normal points towards z more

proud pike
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A full 16x normals pack from quirky would go crazy

proud pike
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That was so good 🤤

pale urchin
jagged badge
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IBL?

pale urchin
quick beacon
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It's weird and funky

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I don't like it

jagged badge
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Oh, like screen space reflections? Or is this something different

pale urchin
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Currently ambient lighting just uses vanilla AO shading (bright at the top, dark at the bottom)

pale urchin
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SSR gives you reflections of anything in view, while IBLs, at least in Minecraft's case, gives you sky reflections

white willow
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this would all be great and all but

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this is rtx 😭

pale urchin
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Why is it flat?

white willow
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idk its a 16x normal

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they arent very uh

pale urchin
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I'd expect the normals facing towards the sky to pick up blue light

white willow
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sharp

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dunno

pale urchin
white willow
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they uhhh were stronger at one point

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looks really weird

pale urchin
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What did it look like without direct sun light?

white willow
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its also already fairly strong

pale urchin
# white willow

Could RTX possibly not take normal maps into account when calculating ambient light? 🤔

sonic canopy
pale urchin
remote tree
# pale urchin <@312375420190195712> Know anything about this?

I'll have to investigate this, I can look through the code to find out if it isn't actually contributing skylight to the block surface in the diffuse or specular passes. One way to better test this would be to create a void world and make sure the block in question is in shadow, then build around it to control where the skylight can reach it. That way you could have a setup that only allows ambient skylight to hit the block from below, which would make it fairly easy to tell if the normals are actually interacting with it correctly.

white willow
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im working on something else atm

hearty seal
vague shoal
white willow
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today ive learned that shader dev is very hard 😭

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but so satisfying when you get it right

mossy verge
proud pike
quick beacon
restive pulsar
#

How did you get that working? Custom material.

graceful iron
#

modded mat.bin ig

remote tree
restive pulsar
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Oh okay, nvm then.

white willow
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Gahhh I've started a project I wanna share and talk about but it's not bedrock 😔

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Is Minecraft related and graphics related but not bedrock 😔

wise hinge
long ruin
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java shader

white willow
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Yes 😔

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I've had some pretty funny fails

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I didn't think implementing a smooth sky transition would be so problematic also reworked the entire way my sky functions though so yea

white willow
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😔

sonic canopy
#

Java shader modding W

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Excited to follow your progress over at shaderlabs btw

white willow
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To be honest what I have right now is simple but it honestly doesn't look that bad. It reminds me of when deferred launched just... without that nuclear blue water that also had no translucency sorting for shadow maps. I mean I also don't have PBR or point lignting

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When was deferred release? 1.20.30?

sonic canopy
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1.20.30.20

white willow
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I wanna compare what I have to how it was back then

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Which my shader does utilize deferred lighting passes

white willow
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welp 1.20.30.20 fails to load

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sadge

graceful iron
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Honestly, the winter drop blocks were probably the most fun blocks I’ve been able to make materials for in a hot second

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Even made some progress on the deferred version

still zenith
#

For those who have been ambitious enough to experiment with modifying the internal rendering JSON files (e.g., point light parameters or the deferred_renderer.json parameters), have you modified sky_light_indirect_contribution_multiplier ? If so, what has been your experience and "preferred" value? Perhaps @white willow @quick beacon @sonic canopy @graceful iron @silent zealot @proud pike ?

white willow
still zenith
#

Our consensus internally is that the current tuning of that value is much too low in relation to the contribution of the sky probe / IBL, and we're planning on increasing it. I'm asking here to get a feel for if there is desire/need to allow it to be controlled per resource pack or not. 🙂 Any feedback/experience would be helpful.

#

FYI, this value being too low contributes to the following issues: a) sky reflections are currently desaturated and b) the sky box color tends to unnaturally, overly tint all materials on the ground (especially when in shadow) and c) directional shadow contrast is harsh and difficult to isolate with color grading

quick beacon
#

Would you want me to give the values in here or DMs?

white willow
#

0.2 basically elminates all ibl application issues

still zenith
#

Either is fine

white willow
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BUT it completely darkens the sky

quick beacon
still zenith
#

lol, I see what you did there. Ok friend. 🙂

quick beacon
#

:3

white willow
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nvm this is on 0.2 it does not destroy my sky. i guess i just havent looked at my pack in a minute haha

quick beacon
#

What is the main cause of IBL being casted on everything?

quick beacon
still zenith
#

Our IBL isn't physically correct in all senses, the primary one being that it lacks any occlusion

quick beacon
#

Ooh

white willow
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oh yeah. 0.2 seems to be perfect. id have to account for how bad the exposure seems to be hitting me

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lemme try 0.3

quick beacon
#

Because if you have a super bright sky, you can see some blue (or your sky color) on surfaces that is exposed to the sky.

still zenith
#

The sky_light_indirect_contribution_multiplier value is only affecting the contribution that comes from the legacy Minecraft sky lighting, which is also not physically correct. This is where artistic tuning within a safe range comes into play. 🙂

vague shoal
#

What we talkin about 👀

silent zealot
quick beacon
pale urchin
white willow
#

heres a really bad example of the applications btw. every block here is 255 roughness as well

still zenith
quick beacon
silent zealot
#

yippee But...I am picking it back up to experiment with normal maps instead of just heightmaps. Using haybale as my first victim.

white willow
still zenith
white willow
#

only where the sun is

vague shoal
#

Also how’s the optimizations going?

pale urchin
white willow
#

yes

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ive found the optimal fading distance was around 0.6-0.7 but ik others may disagreee

quick beacon
still zenith
still zenith
pale urchin
white willow
#

uh no not that ive seen

quick beacon
#

"sky_light_indirect_contribution_multiplier": 0.1, is the default.

white willow
#

but the fading based on how far away something is, is a really cool feature i havent seen in SSR before

quick beacon
#

Which I guess this is the max? or is it 1.0?

vague shoal
white willow
#

i think that should stil be preserved

long ruin
white willow
#

0.3 indirect. shadows completely destroyed

pale urchin
white willow
#

any more and the auto exposure is gonna affect things worse

pale urchin
silent zealot
#

👀 I think we should created a new post to consolidate this new experiment AJ wants us to try?

white willow
#

i can go higher though

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but shadow brightness seems to be a struggle in shaders. My shader had an issue with nonexistent shadows and it was because sky contribution was stupidly high

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but my shader doesnt have IBL so i dont run into funky reflections

still zenith
white willow
still zenith
#

Ah ok 👍

quick beacon
#

Experimenting with this value I think would be better if I disable my edits to the vanilla sky, haha

white willow
#

heres with 1200 sun brightness at 0.3 sky contribution

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shadows are darker

still zenith
graceful iron
white willow
#

0.1

graceful iron
#

Really????

white willow
#

yea

graceful iron
#

what does it look like at 1 then

rotund widget
#

Looks like opening this forum up finally was the right move

silent zealot
sonic canopy
#

there are quite a bit less showcases now tho, and they have less engagement

tribal trail
white willow
#

chat... radioactive grass

tribal trail
#

i miss showcase channel

white willow
tribal trail
#

same

vague shoal
white willow
#

messing with normals again

#

even more 3D feeling than before

graceful iron
#

Like the reflections and stuff

white willow
#

its not ai generated

white willow
#

ig

graceful iron
white willow
#

idk

#

lemme look

#

imo it looks better lmao

#

tbh deferred bloom looks alot better than RTXs bloom as well, which may also be why it looks a bit better

#

alos deferred doesnt have a boatload of denoising slapped onto it either

white willow
quasi trench
#

wow

white willow
white willow
white willow
graceful iron
#

Almost looks like it has self shadows because of the way it curves

white willow
#

yep

#

simulated AO via bent normalmaps

#

ive also improved the crafting table pbr a good bit

pale urchin
white willow
pale urchin
white willow
#

128x

pale urchin
#

Ooh

#

How many blocks you plan to do with that

white willow
#

thats why they also kinda have the heightmap like effect

white willow
#

the texture atlas should allow for that

pale urchin
#

The saw for instance looks like its hand is inside the table and not extruding off it

white willow
#

yes........

#

im gonna correct this error

white willow
#

Yk what we need in deferred?

#

(We don't need this but would be a cool addition)

white willow
#

thanks for the feedback

#

last time i just made the heightmap from a tuned greyscale

#

i drew it out this time

#

im gonna make small adjustments now to make sure it looks where i want it to

pale urchin
#

Like here.

white willow
#

might be tricky from the way the normals get created

pale urchin
#

The normal within the tool's pixels are fine, but the surrounding normals, not so much

pale urchin
#

It looks extruded compare to the saw handle

white willow
#

ill work on it as time goes on. its not the biggest issue right now

white willow
#

so the hook front pokes out the front of the saw

white willow
#

i made sure the rest of the saw though was seated higher than the rest of the wood

#

these normals definitely make things feel VERY 3D i love it

white willow
white willow
pale urchin
#

@white willow how did you calculate the bent normals?

white willow
white willow
white willow
#

this was a painful thing to fix but colored glass insides now appear correctly

#

(when i say painful i dont mean hard. it was very easy, just tedious)

#

also.. transparent shadowmapping.. please 😭

#

should also mention, specular is horribly messed up on translucents (its bad like this on ice too). when i use heightmaps its perfectly fine, but normals are broken horribly on any translucent

tribal trail
white willow
#

yea

#

thats it

#

i made the internals darker so their colors looked more correct because for some reason transparents get lighter

#

so i used a darker shade for the internal part

white willow
silent zealot
white willow
#

the sky reflecting

#

the bands are metallic

silent zealot
#

Interesting choice.

pale urchin
white willow
#

And I forgot a prime reason why it's the size it is

#

AMD gpus

#

They don't support above that 16k atlas

#

No idea how they put stuff like raytracing on those cards and then don't support really high res textures but it is what it is

#

I'm not able to see the post so idk what your suggestion is but if it was anything along increasing size, likely not doable

#

Ok yeah this is good

#

Also Mer and normals/heightmaps should have their own atlas

white willow
#

There are some texture tiling issues on jungle and birch I need to sort out

tribal trail
safe urchin
white willow
safe urchin
#

can i add motion blur to it

white willow
#

I have a motion blur variant available

#

But it's only for manual download in the Minecraft RTX server

safe urchin
#

alr

#

thanks

tribal trail
white willow
#

nighttime underwater

#

praying for deferred underwater update soon

tribal trail
white willow
#

been giving some care to water in deferred. completely redone underwater lighting

white willow
white willow
#

will add some polish to these later down the road. but for just a rough addition, they arent too bad

white willow
white willow
#

apparently this can happen

quick beacon
#

Strider Jockey

graceful iron
harsh iris
rocky halo
#

On the last preview the kelp doesn't have the opaque mode

#

Kinda weird

#

I hope it marks the end of the bedrock popping

white willow
#

Still happens in deferred

rocky halo
#

It's one of the biggest bedrock graphical issues with animations

white willow
#

Well its cool to see it gone in vanilla. But it still happens in the other graphical modes so idk

rocky halo
#

No but it is even worse at the moment

white willow
#

It may not be intentional

rocky halo
#

But the fact that it changed is probably a good sign ?

#

They removed the opaque kelp so maybe we will have the transparent blocks that will render more than 30 blocks away

#

This popping exists since the beginning and should have been gone since a while

dusty whale
drowsy lantern
sonic canopy
#

Kind of yeah

pseudo pawn
#

apparently this can happen

wise hinge
white willow
pseudo pawn
#

Its kind of meh...

white willow
pseudo pawn
#

Ah good to know, thanks!

white willow
pseudo pawn
white willow
#

Every pack I've messed with looks incredibly different from the last imo

#

Different skies, point light colors, water configs different color grading.

#

Each pack has its own unique feel. RTX to me felt mostly ambiguous

#

Where the main difference was just in PBR

#

And I'm sure once we get further customizations packs will feel even more different. Especially if clouds become really tunable

pseudo pawn
#

Mhhh are we able to change water settings depending on the biome?

white willow
#

Not yet but I believe we will be able to in the future

#

Per biome color grading would also be a W. Lemme make the pale garden dark and desaturated

pseudo pawn
white willow
#

I have two packs and both look very different haha

pseudo pawn
white willow
#

Maybe if we get per biome water I'll bring it back

#

Just different engine

pseudo pawn
#

Nice! Since when is deferred even around?

sonic canopy
#

Per biome grading might be a problem when you terraform the world or build a base in-between biomes, so as you walk around the house your vision suddenly changes in different places

white willow
#

Further updating water.

silent zealot
sonic canopy
#

True, also with fog. But it only affects certain blocks, and you can always just avoid them in your build. You can't avoid full screen post processing tho

tribal trail
pseudo pawn
sonic canopy
#

It's more of a problem when your entire screen is tinted. At least you can avoid certain blocks in your builds, but you can't avoid rendering the entire game, other than maybe closing your eyes or turning deferred off XD

white willow
#

Yeah I didn't think about the downsides of per biome color grading

#

The idea is cool but like walking through a building and randomly losing all color likely wouldn't be fun

#

Biome block tinting while annoying for builds isn't like the entire saturation of the screen changing

sonic canopy
#

It's also spatially consistent, blocks at different locations are tinted differently instead of all blocks everywhere changing colors as you move between biomes, while I imagine color grading, much like fog, will affect the entire game at the same time. That being said, I think this might be possible to partially fix, by introducing smarter biome transitions. Like you have to not only be at specific X and Z coordinates, but also be surrounded by biome specific things, like grass, trees, flowers, water etc.

white willow
#

It seems the way it's applied right now is like upon entering the biome it just calls a smooth step function

#

Which gives it that nice fade in/out but it's necessarily precise

tribal trail
pseudo pawn
pseudo pawn
#

think about biome bound waves, we'd have strong waves in oceans and smaller waves in rivers

#

while there are no waves in other bodies of water

white willow
#

Now what would be cool is if they found a way for this to work in world space and be performant

#

So it was biome dependent but you could see the differences without having to be in that biome

#

Doubt it would be doable and be performant though

sonic canopy
#

World space fog and waves would be soo epic. Tho doing that with color grading might be a little tricky

white willow
#

Yeah. Color grading I'm not too worried about

#

But if we could get world space fog and water. Id be over joyed

#

But mobile would be a concern likely

pseudo pawn
#

btw does anyone know how one can get back the old water texture in deferred? Id prefer to give my blob of water some surface texture qwq
like the regular water texture here

sonic canopy
quick beacon
#

Wow

white willow
#

I've seen something like this done by the Kappa shader in Java

#

It has these mist spheres that are around at early day and play ontop of the volumetric fog already available

#

It's very cool

#

I'd love to look into this stuff for when I make my shader more advanced but atm even simple things are incredibly hard for me to do right now so yea

pseudo pawn
#

that looks amazing!

quasi trench
tribal trail
vague shoal
vague shoal
white willow
vague shoal
#

It looks so different

#

Than the shading on the blocks in deferred

#

Eh idk

#

Perhaps its cause we don’t have ao yet

white willow
#

I don't have AO either

#

Perhaps it's just shadow mapping technique idk

#

Deferred uses CSM which is much more modern. Mine uses an older technique shadow distortion. My shader also has no physically based rendering

#

It's literally as bare bones as it gets

safe urchin
#

BRTX, Plague's infectious preset with reforged rtx pack

drowsy lantern
earnest sierra
sonic canopy
blazing whale
tribal trail
drowsy lantern
mossy verge
#

Slightly long answer, Ray Tracing

drowsy lantern
# proud pike Short answer, RTX

Rtx add to bedrock in 1.16
Hal shaders remove after 1.18.12
and minecraft poket edition doesn't support RTX now
They remove hal shader from mobile for rtx only in pc?

white willow
#

The more proper answer is render dragon. Render dragon has more capabilities to bring even better visuals than what was possible then via real time rendering

#

Sure the performance is worse on lower end devices but tech is advancing. It happens

white willow
#

But the endless debate between HAL and RD is just so old and overplayed

white willow
# vague shoal Than the shading on the blocks in deferred

Yk what I just realized it, my shadowmaps technically don't have a max range, they just get more biased the farther out they go. And my shadows are at 4096 compared to deferreds 2048. deferreds shadows cap out at 128 blocks which is a little funky but it is what it is I guess

#

That's likely why the shading looks a bit "better"

pseudo pawn
#

mhh particles look weird...

humble drift
#

Stop

#

😭

#

Huh

long ruin
long ruin
vague shoal
#

because i can’t use shaders

white willow
#

3D models have also been doable well before deferred even existed sooooooooo

vague shoal
#

it’s a joke

#

but still

#

get those goofy ahh clouds out of deferred

#

anything but what they currently look like in deferred rn

#

buh

proud pike
proud pike
#

If you still want to use HAL you could just get the accidental HAL build in 1.21.51.01

humble drift
vague shoal
#

They kinda look like volumetric clouds bao_ext_toldyouso

#

That kept me thinking what if mojang could add volumetric clouds to deferred using volumetric fog

proud pike
quasi trench
#

just a bug

drowsy lantern
vague shoal
proud pike
tribal trail
vague shoal
#

Ik it’s a bug but maybe moyang can turn it into a feature

white willow
#

Its literally just ghosting with fog 😭

pale urchin
white willow
#

I don't want ghosting as a "feature"

tribal trail
vague shoal
long ruin
#

Never

gaunt sparrow
pseudo pawn
vague shoal
#

Like I said I can’t cause I’m on iOS

gaunt sparrow
#

awsome let go

white willow
#

I havent been doing too much bedrock edition stuff lately but heres a little bit of what ive been cooking

gaunt sparrow
#

wow 👏that cool

quasi trench
#

it’s… it’s beautiful

gaunt sparrow
#

yeah

pale urchin
white willow
pale urchin
white willow
#

I mean what's great about them is if you don't have access to professional tools or ways to make normals, or know how to draw them, they don't have this barrier for people who want to come in and learn this stuff

pale urchin
#

I mean, even if you know how to draw normal maps, if you want the heightmap style, replicating it with normal maps will cost you a lot more texture space

pale urchin
white willow
#

The more quality you pump in the less it resembles the original. It's weird to think about

#

You can still have a style like this and remain pixelated though

#

It just involves using two normals. A mix of high and low res ones

humble drift
humble drift
#

400k polygons

gaunt sparrow
#

so cool

quasi trench
#

screenshots of Vanilla Reforged by QuirkyPlague that I took on my phone running on completely maxed out settings(I would have tried to take these on ps5 pro for 4K, however it does not seem to load properly; only shows as a grey screen when i load into a world with this pack)

#

the detail is insane, and will only grow from here

#

when/if the pack works on playstation ill display it in 4k glory bao_ext_toldyouso

quasi trench
#

update: these ss arent from the latest pack bao_foxxo_scream

gaunt sparrow
#

👀👏

raven verge
#

how to render 2 models in 1 rendercontroller

fast elk
# quasi trench

Wait what 15 fps on a iPhone 16 pro, I didn’t even know phones are this powerful

proud pike
quasi trench
#

i wonder if an external fan or something would work, since ice cubes dont seem to be doing much

#

at best got me 1-2 more fps

graceful copper
#

xd

#

rich people

proud pike
tribal trail
tribal trail
#

my soul need dof in deferred

fast elk
gaunt sparrow
#

yeah

quasi trench
#

this pack works on PS5 Pro now bao_ext_toldyouso

#

in 4K max settings glory

tribal trail
tribal trail
humble drift
harsh iris
#

I wish I knew English to express my level of surprise at that moment

safe urchin
#

Better rtx - Prizma rtx

tribal trail
#

Can't wait to release my preset

tribal trail
wise hinge
#

W sunsetbao_icon_entities

vague shoal
gaunt sparrow
tribal trail
vague shoal
tribal trail
pale urchin
tribal trail
tribal trail
#

but leaves are fixed at least

vague shoal
#

Imagine better looking clouds with this

#

Perfection

tribal trail
vague shoal
tribal trail
#

and if they would make clouds customizable i would make them pink, fluffy and cute like here

vague shoal
tribal trail
#

you can change clouds color even now, but it looks bad when its night time

tribal trail
pale urchin
tribal trail
#

nothing

#

🤷‍♀️

quick beacon
#

SSR doesn't exist by the looks of it

tribal trail
#

what

quick beacon
tribal trail
#

ssr works fine for me

earnest sierra
#

It doesn’t for Poggy which is weird

tribal trail
#

🤷‍♀️

white willow
#

um did they update the specular lighting because omg

tribal trail
white willow
#

specular highlights look so much better now

#

unless they adjusted bloom

vague shoal
#

I knew it

#

Unannounced deferred goodie

white willow
#

its a small one but a nice one

#

likely all a part of their optimization

#

stuff like "oh we improved lighting on reflective materials" isnt the most important thing to mention

#

i think... we mightve gotten more than just specular updates

#

lemme investigate

#

yea no nothing else

#

1.21.60.24

#

1.21.60.25

quick beacon
#

looks the same to me

sonic canopy
#

Deferred now supports stencil buffer! Which means packs that implement cool stencil based effects are now less broken more supported. Tho unfortunately it looks like it doesn't support DisableColorWrite in material configuration, which still breaks certain effects

quick beacon
#

no idea what this means qwq

#

also my SSR don't work for whatever reason

sonic canopy
#

Basically portal effect and outlines are somewhat possible in deferred now, tho more advanced VFX need DisableColorWrite to function correctly, so that we can manipulate depth and stencil values without affecting color

white willow
#

i may be insane but... does sss and volumetric fog look better lol

#

idk something about deferred looks better and i cant exactly pin what

#

aside from the better specular

#

The shadowmaps too look better

vague shoal
#

Perhaps they shadow dropped a lot of bug fixes today

white willow
#

idk but something definitely looks better than before

#

the main one i can confirm is updates to specular reflection

#

shadowmap quality im like pretty sure is better. i dont remember leaves being clean like this

quick beacon
#

Hey is that LD?

#

qwq

white willow
vague shoal
#

Funny how we were just talking about that the other day

white willow
#

working on some neat stuff with the new per biome colors. still very sad about no spruce or birch support right now

#

should mention the orange and red is only for mega and redwood taigas. blends better with the podzol present

#

i also gave these biomes their own fog to match their new foliage style

white willow
#

but its a start

#

(excuse the java screenshot) but something like this is definitely what id wanna do for sure

#

of course it wouldnt be able to be done per tree like this (well if i did custom tree gen then maybe) but yk just something to spice it up a bit

gaunt sparrow
#

is ray tracing geting better

vague shoal
white willow
gaunt sparrow
#

okay

sonic canopy
#

Community is making it better tho, through unofficial mods

white willow
#

so ive just noticed that stars are now included in ibl reflection.

#

its very hard to see though

#

unless this has always been a thing, ive literally never seen it

#

nvm they always reflected

#

ive just never seen it

#

but we can confirm one new thing at lesat which is what im calling "bloomy specular"
heres 1.21.60.25

#

1.21.60.24

faint snow
white willow
#

emissive stars please 🙏

gaunt sparrow
#

yeah

blazing whale
graceful iron
quasi trench
#

my phone is now hitting about 40fps when everything is on max settings except fog is medium and resolution is 33%

#

of 2796x1290

#

when being pushed to the limit with completely maxed out settings, it’s peaking at about 13fps compared to 9fps last preview

#

these numbers are all after throttling has occurred

gaunt sparrow
#

cool

graceful iron
#

(Based off of Poggy’s falling leaves method)

pale urchin
# graceful iron

It would be really cool if we could add global particles without modifying the player json

wise hinge
wise hinge
tribal trail
graceful iron
#

I thought you were using my skin for a sec

lapis finch
#

is entity pbr for rtx a thing?

sonic canopy
#

Nope

graceful iron
sonic canopy
#

We could add PBR support with a custom texture format into RTX mods tho... Like e.g. having all PBR textures on the same texture, like some HAL shaders did

remote tree
#

We would need access to a persistent texture index though. Replacing the sunlight colour or intensity LUT maybe?

sonic canopy
#

Why would you need that?

#

I think all PBR channels for each texture can be baked into that texture. E.g. some entity texture would have at pixel 0 0 some special value, that defines a custom PBR texture (so that you won't treat any random textures as having PBR), then you can just either add more special pixels, to describe which channels are available and what their UVs/scales are or just assume that they are always present and have the same resolution. Then you can easily remap the UVs for each texture, based on overall texture resolution and resolutions of each PBR layer

#

No need to make a new atlas if that's what you're saying

#

Can also bake that UV data somewhere (UV data or PBR data buffers) so that you don't have to read texture pixels all the time

remote tree
#

We tried something similar to that for entities at one point actually, but I think our math was wrong. We transformed the albedo uv coordinates, scaled vertically by 1/2 and used the bottom half of the texture to store MER

#

Textures stopped properly scaling to geometry after that, for any entities that were using alpha-test iirc

#

Actually it might've had something to do with the alpha test hit logic during ray traversal

#

I don't think it was changed accordingly

#

I was just thinking it'd be useful to use an atlas separated from the textures of entities/blocks/items

gaunt sparrow
#

yeah

wise hinge
graceful iron
wise hinge
white willow
#

i think this is the best im gonna be able to get unwanted sky reflections

#

but my sky (horizon specifically) looks awful

#

so it still needs a lot of work

graceful iron
silent zealot
#

Now that deferred has been mostly focused on optimizations, what is the best ingame time in your opinion to take screenshots. Can just give name or the specific time like 16000.

white willow
#

1000 is typically the best in my opinion for daytime shots though

silent zealot
white willow
#

Yea I use either 14000 or 15000

#

But that's because I have my sky transition to another color at 15000