#Graphics General
1 messages · Page 18 of 1
It’s okay I guess
may look bad in another biome
its so much better than the smog filled fog
i feel its a little to condensed by the sun but thats where tweaks, feedback or even exposing that part of it to us would be great
either way the addition of a heyney greenstein phase funtion is great. it can be used on so many thigns
they could use it to make SSS brigher in direct lighting, clouds many other things
you wouldnt use sss for clouds, youd use a scattering and absorption method mixed with could density and a heyney greenstein function to make that all pointed into the one thing
clouds are done the same way you do VL fog
just in the sky
i do gotta fix my emissives now
but i have an idea
i havent personally done any volumetric rendering yet but i get the general idea of how it works
:0
and distant things dont look terrible anymore
LOOK GOOD
WATER!!
Yup. That's water
VERY BRIGHT🔥
Tho do not use high illuminance values-
i want video😭
i 😭 can't force preview use dx12
my fog now feels too thick
yes
In real life, SSS and VL scattering are fairly similar, the only difference being that SSS uses way higher medium densities, might use different scattering functions as it's a different medium and it also has an object surface where additional things can happen like some proportion of light reflecting as specular. Also diffuse light is technically volumetric light, but with medium densities so high that the light barely penetrates into the surface and just gets reflected or absorbed immediately. When approximating them in graphics however, SSS is usually implemented in a simplified manner, without treating it as a volume
ah
G
using my rtx fog here
its basically 1-1 with rtx in direct sunlight now
in terms of thickness
and wow emissives are REALLY dark now. even my rtx ones are too dark haha
autoexposure seems so slow now
you wanna know the emissive map i needed for this lol
it scales a lot better now though
everything seems so dakr now (not only shadows)
i raised my sun by a value of about 40 to get similar results to before
ooh
also you can port rtx emissives over to deferred now but they will still need some adjustments
Deferred looks a lot better now tbh
alot of that i think has to do with the fact that fog isnt choking up the whole scene
im gonna port all my rtx fogs over tbh cuz i always found them to look a bit better and they give good results now
clear reflections with fog enabled. yay
W
not the underwater ones
hey this looks better too
also the emissive im using on the glowstone i ported from rtx
it works great
yea underwater is still a bit rough in that regard
now i need fix for shadows and i can die
tbh, I still think floodfill lighting should be added
100 %
instead of having hundreds of point lights
yea cuz the performance is rough in scenes like this
tbh i may no longer have two pack versions
just merge rtx and deferred versions together
since rtx stuff translates over well now
wish underwater visuals can be improved in deferred
old deferred tuned fog, vs rtx tuned fog (ignore the color differences, i just used a very different fog color in rtx)
i literally see no reason to have an rtx and deferred pack anymore
just one consolodated pbr resource pack
actual good change for immersion
too smoggy in old deferred
but now its cooking
this is the level of sun flare brightness i wanted to see
only thing is that shadows look too dark still
did they not fix that
rtx vs deferred
well i know a way to fix it
btw same fog
but it may not be great
screenshot?
aw man
i daresay if the shadows darkness got fixed… deferred might marginally win here
Does increasing the sky ambient brightness not fix the shadows?
i know a way
but don't want to change it because if they fix it soon it will be a waste of time
yea
im just messing aroudn wtih things right now
genuinely thinking about discontinnuing vanilla reforged rtx in favor of making vanilla reforged compatible with both because fog and emissives translates over pretty darn well
same with plagued pbr
im gonna port everything from rtx over and see how it looks
yep. i dont see any reason to keep them separate
omg i can finally say im using an rtx pack 
yea no nothing funky happened
not reflections or nether or end?
funny enough rtx emissives are too dark for deferred it looks like
or well mine at least
woah
don't think emissives translates that well
also fog colors are still off
mine are too dark
nether portal is chalked though
almost don't glow
@still zenith is this new feature of fog customizable or planned to be?
idk then. mine carried over really well
Not exactly, but we can put it on the road map if it is something you all would like to control.
it would be nice. but in general its a good improvement either way
Still wanna see how water fog looks
I haven't played the preview yet
its the same as it was before
Huh. So the effect changes based on whether it's water or air
just a little stronger near the sun position
Well I'm glad that was thought of then
@still zenith ive found a rough interaction with the new auto exposure and handheld objects
also new auto exposure is so slow 😭
it needs to be a bit faster
idk
my game is so dark now
even with bumping sun brightness
i had to change my clor grading
i havent seen to big of a difference. aces in general is a lot better now though
not everything just becomes pure white anymore
also i can't get emissive maps to be very bright
thsi is my texture
even in rtx it would be bright asf
ok yea as im messing with this more, emissives are quite dark
They are way too dark
something around here would be ok. (set the emissive brightness in the deferred render.json to 3)
and these emissives are using typical rtx values so around 40-120 on average
lemme compare this with rtx real fast though
yea thats pretty on par
if we get emissive brightness to here this would be perfect
I think it'd be really cool if we can customize it ^^
I honestly love how deferred looks this preview.
I think a nice and even 4 would be good
idk i think it would be better for emissives to match rtx intensity which 3 does basically perfectly
i can see how it looks with 4 in a bit
Remember that you use aces that blow emissivness much more
On other tonemaps 3 might not be enough
We haven't advertised it, but there is another tonemapping operator that we support, which we call "generic". I wonder what things look like with that one. 😉
Should be able to swap out something like "reinhard" or "aces" for "generic".
Mojang ran out of names. It's over.
It does need a proper name. You're right about that.
I'll try that but i really like hable
Would be awesome to have control over emissivity strength
Noted
And Henyey-Greenstein Phase Density
I have one more suggestion...
Control over Point light volumetric
I want them to be stronger than they are now (without need to make fog thicker)
Yes
I want this
oh nice colors
would be so awsome to get light leaking fixed
Umm...my lantern emissive were around 1-6, and now i painted over with 100%(value:255) white, but it looks quite dark in the game...
They look emissive(but just a little) only when I change current topemapp to aces.
is only my night very bright? or others have that issue too
My night is daytime
So yes
i was worried that it's only me
Yea no I'm using like 4 moon illuminations and it's bright
new autoexposure is not only too slow but also too harsh
Real bright
i use 0.5 and it's still day time..
The new changes were the right ideas
They just need some tweaking
I'm dreading do auto exposure. Seems like a pain
Mojmapper (Mojang Tonemapper)
totally great name idea 
I think I accidentally reply pinged, mb 
working on some new skies
and also working on finding a good balance for the new fog
absolutely criminal this effect only really works with stupidly thick fog
I believe it would be possible to use the henyey greenstein function for point lights to make the fog brighter at their location
I do that all the time to everyone 🥹
Is there any other ways to edit the transparency of a texture similar to how "USE_COLOR_MASK" works on players
they really cooked with this one
OM
Has anyone talked about the sun still appearing even in weather?
it does disappear if the fog is thick enough
personally i dont mind it, the bigger issue is the sun completely ignoring depth in reflections and rendering through terrain
in theory it shouldnt be too hard to fix, just run a depth test and if it doesnt return as 1.0 dont render the reflection
Yes but its light is still there
true. tbh i dont mind it, makes it feel more like a sun shower
although for a thunderstorm the sun should definitely go away
Would be nice if it was random
not sure how hard that would be but would be cool
hopefully one day we can have actual thunderstorm clouds or something
with no sunlight peering through everything
i want puddles but thats not happening
Me too, I just added this to my deferred pack xD
I'll see if I can find a way to make puddles...
ooo drop splatter
Yup

it loooks really good!! but sometimes things looks a bit broken/weird
generic
hable
and anything that is reflecting sunlight is pure white
Woah, that looks quite nice
Emissives look quite great. honestly W deferred update
i like both
look at lantern that is pink
it shouldn't be
you like everything that reflect sun to be white?
Oop, I thought it was just slightly warmer
Looking closely yeah, the colour is definitely off
I might mess around with the generic tonemapper
What does the generic tonemapper provide?
No idea, why I wanna check it out
I knew about its existence but never messed with it
It existed for a while and some colors with it are slightly off
Here's source code for it, in case anyone's curious
https://github.com/veka0/mcbe-shader-codebase/blob/f6891805b53caff84e7ad646790ff2c38280f483/materials/ColorPostProcessing/ColorPostProcessing.ESSL_310.Fragment.glsl#L310-L317
It appears that it has customizable parameters (supplied by the game rather than baked into shaders) for contrast, scale, offset and crosstalk (possibly more parameters will be available in the future for crosstalk specifically?). Would be nice if we had access to these parameters, that would allow creators to have greater control over tonemapping.
whatever you guys are doing, please, keep doing it
this look awsome
my overhaul is going well :)
this my favorite screenshot
it's perfect
look at this
hey wait are those custom clouds hiding up there
Custom skybox
interesting
Does anyone knows how to compile a shader with lazurite tool for windows, I used lazurite build ./src -p windows and defined all direct3d_SM in project.json and run the command on windows 11 but it still compiles on android
What does lazurite info show for compiled materials?
PS F:\...> lazurite info
Traceback (most recent call last):
File "<frozen runpy>", line 198, in _run_module_as_main
File "<frozen runpy>", line 88, in _run_code
File "F:\...\lazurite.exe\__main__.py", line 7, in <module>
File "F:\...\lazurite\cli.py", line 452, in main
commands[args.command](args)
File "F:\...\lazurite\cli.py", line 237, in info
for file in list_packed_materials(args):
^^^^^^^^^^^^^^^^^^^^^^^^^^^
File "F:\...\lazurite\cli.py", line 19, in list_packed_materials
raise Exception("Material path argument was expected")
Exception: Material path argument was expected
You also need to provide path to compiled material. E.g. lazurite info ./src/RenderChunk.material.bin
okay
Doesn't the bell support pbr?

I've tried adding pbr for the bell from textures/entity/bell or textures/blocks/bell_side, bell_bottom, bell_top
There's still quite a few blocks that can't accept PBR 😭
Banners, beacon beam, bell, candles, chiseled bookshelf is a little funky

Skill issue

🐲
I love almost every change that happened to deferred but autoexposure is not it
just pulling my glowing bow makes whole game look dark
Yeah it's kinda Annoying especially whenever your fighting mobs and can't even see them I hope they try to make it to where you can see better and make it brighter
It’s been like that for months now
I can’t enjoy realism craft + deferred without the clouds making my screen dark as heck when looking at them ☹️
Sure but now it's MUCH worse
My bow was not causing screen to be that dark
does anyone have a version of vanilla RTX for 1.21.5? the only version available on MCPEDL is for 1.21.95, and it's not working for me
I used to use the 1.20 version of it, but that stopped working for me now
I hope they add emissive intensity customization here.
Update your game
I’m on 1.21.52
update
Okay
just did a bit of stress testing on ps5 pro
these screenshots are on maximum settings, 24 render distance, 8 simulation distance, 4k resolution
Including volumetric fog = ultra?
yes very much so
when turning around and looking at the nether torches it did go below 30 momentarily but then rebounded
What's that in the corner of the second screenshot
could be one of the resource packs i had on
moved exactly how a potion effect particle would
without the torches the framerate reached 60 in some areas, not sure why some didn’t however
heck in the first couple minutes i loaded into the world the framerate kept at 60 with these same setting minus fog set to high
It's 1.3.1 or 1.3.2?
1.3.2 latest prizma i downloaded off mcpedl at 3:14 pm
when quirky is done with VR 1.1 ill test again with that
i doubt there will be a difference but who knows
important note: i had another animation resource pack on too
it messed with some particle textures despite what ive tried
this month support disappears
Aswell as other support for devices
New graphics ui being added to stable and support for some devices ending has to be a hint at something

yipeeeee
YIPEEEEEEEEE
REEALLAAL
AAJ ONLINE
MEAN DEFERRED GOODIE
WOW
VEKA is prophet
Can't wait to cook
local exposure sounds promising
My guess? Pure block lighting. Like those old HAL shaders
It's probably just vanilla lighting
Which reminds me. Do we have a way to modify block light colour?
still waiting for point lights on custom blocks
Forgot all about that
Because this is something I did. More orange blocklight. Always thought that looked a bit better than the whitish yellow
There might be some color remaining in the block light as that was a feature we got some time ago, and changelog mentions "analytical point lights" which may not include colored block light
Potentially
Will have to experiment
im also very curious about caustics stuff
since weve had the png in the files for a long time now, my guess is its like rtx where it uses an LuT instead
With local exposure, aces should be way more usable
but maybe it can be skewed by waves
That would be an interesting approach
idk we dont have docs yet
but the coolest thing about the caustics are that the png for deferred is the old caustics texture from the xbox series X raytracing demo
at least the one in the files is
yumyum
Better clouds when tho
ayyy
Oh it says so in the docs now?
No it said in the changelog
in changelog
It didn't say how though
“And can be further controlled by recourse packs”
We’ll figure it out soon
I will assume for now that you can edit the texture
When they update the docs
if i get access imma replace it wit hthe rtx one for funnies
-# replace with rtx caustics
yes yes that is the thing i want to test
How's the exposure?
caustics
Oh..
What does this mean?
Ahh
the game also FINALLY detects my controller as a PS controller
Could that be why the caustics look weird in that screenshot?
real?
AH
GG
That wouldn't make sense. the walls aren't facing the sun
SHADOWS ARE FIXED
AAAA
thats the problem, they are. underwater lighting looks a bit busted
Yeyyep finally shadow fixed!!
The water is messed up on my phone
noise?
There’s pixels flashing on the wavy water
Oh ye the only feature left now to be added from the qna is refractions
So what’s next
what about water noise
Buh
rainbow after rainstorm when
new uniform in renderchunk, don't know what it does but it sounds exciting

i need to fix my game now cuz shadows are super bright
same
so real
theory : it's about the bedrock popping
the what?
for example grass disappear after a short distance
please let me dream
one day it will be fixed ou become better
you mean LOD?
yes but it's not like distant horizon
I wouldn't say "fix" it, but allow it to be customizable so higher end devices can see everything if they want
I will check if it's used on android, but my guess is that it's related to something else and is likely unused at this time, since culling and LODs happen on CPU side in minecraft typically
so you can just drag and drop
YOOO
Also, I see what you mean by the walls
MUCH BETTER THAN THOSE PIXELS
pixelated caustics fit the game better tbh
Now let’s do the same with clouds
because its literally aligned to the block pixels
these arent and feel out of place
Drag and drop custom files to make better clouds

Well at least the pack creator can decide
ehhhh no
i repolaced renderer files here
without pointlights
which ngl the rtx caustics are WAY better for rtx just simply because they are semi physically based
with pointlights
these caustics are just an overlay 😭
look at the fps
oh wowww
no
rtx caustics
Oh
rtx ones would be great with a realistic texture pack
FullscreenEffect.material.bin seems interesting
slow movement
Okay it’s better now but there’s random lag spikes for some reason
now i can finally place lantern inside of my house
point lights off uses an improved version of vanilla lighting
how is it improved?
its a more accurate and brighter floodfill
with better decay and attenuation
now imagine if it could have colored lighting
but iirc that may require voxelization
oh so you can change the texture in a resource pack?
i dont have to replace the renderer file
"caustics": {
"enabled": true,
"frame_length": 0.05000000074505806,
"texture": "",
"scale": 0.5,
"power": 2
}```
OHH SO YOU CAN MAKE A TECTURE
So maybe we can do something similar with clouds if mojang allows it

oh w
no. clouds wouldnt be a simple texture replace
plus you can already change clouds texture
I know that but they could do something similar to it
Like idk model change or something
Make it smooth on the edges
volumetric clouds would have a noise map parameter youd likely be able to control (assuming they go realistic and not blocky). then you could adjust stuff like the density, absorption, scattering etc
wish it was colored floodfill
real
Tried to edit these in editor but they seem bugged because they didn't update.
wouldn't mind if they replace pointlights with colored floodfill
my editor keeps crashing
Load your editor world with deferred off
same. would we lose block light shadows? yea but whatever
i mean, there are ways to do it with floodfill, but its hard and not cheap
it loads by default with it on
"texture": "textures/environment/caustics",
It can be any file path.
guess i gotta eyeball it
you can utilize a directional lightmap to have it affect pbr though
but caustics on a first glance need quite a bit of work
Yeah. It seems always project from top down regardless of the sun direction
yea which looks bad
theres also no attenuation
or is it decay
one of the two
its always the same strength at all times
tiny caustics
keeps telling me no file found
im an idiot
rtx caustics small edition
they do however really should take sun position into account too. them not rendering on walls very well looks quite bad
and their strength needs some kind of dynamic decay
i think rtx caustics are a bit too soft, but something around here for intensity would be a good spot
and the lowest intensity btw is 1
Weird how your head is angles and still shows the caustics
As if it's just a terrain problem
Does deferred have colored lighting
yes with point lights
i really love soft caustics
It's because the face at an angle isn't perfectly orthogonal to the up vector. We are applying this to caustics to prevent them from streaking down vertical faces. We have experimented with triplanar mapping, which looks really good, but is expensive. Maybe something we can deliver in the future.
saturate(dot(vec3(0, 1, 0), worldNormal))
Math
yeah we should ban math in this discord. Especially vectors and matrices.
interesting. would be nice to see some adjustments to how its handled in the future. its nice to have but, looks very out of place as it stands
agreed. the caustics looks off when it's not aligned with the sun angle
I presume t his is during night?
nope daytime
Mojang making me jump back into updating my deferred rendering pack? In 2025? Huge!
Thanks for the feedback! We have a good list of follow up items to fold in now for caustics. 👍 Keep it coming. 🙂
default intensity value would be great if near rtx. very soft caustics as a base would be great. (ik rtx and deferred handle this differently.) but even at the lowest power, they are way too bright
would also be cool to see the waves skew and manipulate the texture
larger caustics with a power of 6 actually looks kinda neat
vanilla lightning should be less visible when point lights are on
Pretty sure it is
hm im starting to see how the power system works
it adjusts the distribution of lighting on the caustics
1 is uniformly lit
6 is the most varied
Looks like it just turns off fog and transparency fade to opaque. Weird how they added a new uniform that modifies another uniform, instead of just changing the value of FogAndDistanceControl from the CPU, but maybe there's more functionality that will be added in the future
What's that for exactly?
but heres my basic feedback. intensity and strength should reduce as the water gets deeper. its hard to visualize with the water lighting bug but this would help a lot. the brighter caustics look fine on surface level. if theres a way to get it to render on the sides of textures that isnt super expensive that would be great, it would be cool to see the pattern manipulate the underwater light shafts, wave based manipulation of the texture would be cool too. Generally the caustics are too bright in most cases and feel out of place, but they will be a nice addition when they are done
It makes the fog apply only between 99000 and 100000 distance, and it makes transparency fade to opaque between 0 and 100000 blocks
So I was true ?
Not exactly, it only applies to transparent blocks fading to opaque
So sugar cane ?
But not to grass as it's being culled from the CPU logic, not from shaders. Although for this reason we cannot know whether this change also applies to it, so it still might
Maybe the list of transparent block to opaque would be expanded too. But thanks veka to answer me
the local expusre stuff though should be amazing
my nighttime is incredibly bright right now though. not sure why
That's a, pretty huge distance
I'll assume that it's to just disable the fade for now
Probably. Or.. distant horizons on bedrock? Maybe it's related to some camera tech. We'll likely know more in the future
i know
i think
what would it be
because this is as bright as daytime right now
like this is bad
I noticed it too
Regarding this one, it seems to have sRGB -> linear conversion, so it might be a part of deferred in the future. It seems to be an entity-like object that is part of the world, can accept texture, and can have its Z bias be modified to appear on top or behind of objects. Might also be a part of UI. But in any case, this seems quite interesting and I'm really curious as to what it will be used for eventually.
its real chat
What exactly?
local exposure
#1349051137512443924 message
well yea but it has a config you can disable
which is cool
Not deferred but here's a great example of local exposure for anyone wondering. LE off
LE on
HOW
Omg
Keep in mind this is taken on Java but the general idea of what local exposure does for deferred should be the same
It's hard to test right now with how dark emissives are though
But in theory it should be really great
New file in the renderer folder called deferred configs
You can increase the strength of the emission no?
Yea and i probably will. But the biggest thing I wanna test is bright suns
But unfortunately my college schedule is dumb and has me in a class right now (3pm-6pm)
how to add custom caustics?
Oh
Water caustics 🔥
woahzaaa
i need fancy water 
im assuming for now you can add in rtx caustics and it’ll work?
What did you do 💀
Yea but it looks terrible
oh no
Also I reviewed some old RTX footage where the current caustics were used
They looked so good 😭
The caustics being static in deferred I think actually adds to how out of place they look
they dont move like in rtx?
Nope
Only animated
But static in position
The texture doesn't scroll
aw man
Which I think is a major downside
@quasi trench RTX caustics in deferred
probably has to be made in a proper way then
Its not good 😭
But there should definitely be a position offset added to them at the bare minimum here
i like how fancy it looks but you’re right its static
i think this could help yeah
any variation is nice
I've done a noise based procedural "caustics" system before
Offsetting the texture looked way better
Well, I did it with a shader graph
Idk how to uh
Do it in code
Lol
And it's original basis was clouds
(Not volumetric)
Could you tecnically just bake the offsetting into the texture
Probably
What I did was use a time graph and divide it by a tiling and offset node, which would repeat and tile the texture and used a second noise texture going in a different direction at a different speed to make it look random
👍
I think I'm gonna make my own custom texture. I found a way to do it
GG for ps5 user
Heck yeah
i edited rtx one
Ye I'm talking about fully custom though
woaw imagine if you use Homer Simpson as caustic
Oh what the hell
Yes
ps5 user got cook
When enable deferred
If you move
You will see like that
I find this cool
prizma cooking
ok so some testing with the new exposure stuff. it does do its job for the most part
but it definitely has a hard cap
8000 sun illuminance right now
also disabling that local exposure value does nothing
but it doesnt really clip straight to white anymroe
Dose the water caustics make performance worse
No
Are they ever going to make the ssr not so blurry because I kinda liked how they use to look now they kinda look bad
likely will get fixed. but ssr would typically work like this if it were roughness based.
except the blurriness would be varied
low roughness would be relatively clear, and high roughness would be blurred/not reflected
but yea definitely seems like there was an oopsie made somewhere
imo the blur looks great on blocks
terrible on water
the blur though is quite intense
I wish that they could make the ssr also more screen space
theyve already extended the range alot from where it used to be
the range on blocks feels quite bad though imo
i mean this already captures mostly the whole scene
I think they definitely need to brighten it up a little bit and make the range more
well reflections being dark seems to be a bit of a game issue right now
or im dumb
one of the two
cuz i just brightened it up wiht one change
but me going and fixing the look of reflections, causes my night and daytime shadows to get nuked
Yeah that looks better
ok so alot of my caustics complaints are fairly gone after doing a lot of tweaking
i did a lot of tweaking with the actual texture itself
although main thing still is that the texture should scroll
also appears that the textures tiles funky
Yeah I really don't like how Pixelated the default caustics are
the idea behind the original ones are cool
but i decided to take the higher res ones and do some blurring and noise to soften their edges
Yeah but I think the Pixelated look doesn't suit the water
it fits the game though. if you look very closely at the pixelated texture, it 1-1 lines up with the actual block texture and can influence normal maps
its a pixel aligned texture
but my caustics arent the pixelated ones
mine are the high res rtx ones
idk maybe im weird and appreciate this kind of stuff as its a really neat detail
my pack wont use the vanilla texture because its an overwhelmingly negative reaction despite me liking it
but i can appreciate the idea
Sorry about that. We're listening. Stay tuned. 🙏
haha no worries. most people seem to be upset with the actual caustics texture itself
All good. I have no worries. 😉
idk i remember seeing that texture back in the old rtx showcases and was like WOAH, that fits way better then what we got initially
Same texture 💯
Can't wait to see the results. You always work magic. We'll be testing the end product that you publish, almost immediately. 🙂
😄
Not Mali Gpu now
gave them a cool corner highlight
ok not gonna lie this is kinda cool
a bit of a blur and some sharpening to generate a small amount of noise cleans the look up a little
Caustic on the side of block
Did you see that?
Sorry! We have a fix incoming!
I LOVE CUTE DOGGOS! How did you know!?
In particular, that is a bug with the new local exposure. You can tell because the corruption pattern is in little groups of rectangles across the screen. 😉
He he im actually making a robot dog rn
interesting. thats a very weird thing to happen. but i havent really experimented with any exposure related stuff
Actually I like this
Oh I have enough real doggos to deal with, don't you worry. No room for even more dogs, robot or otherwise. 🤣
Yeah, check out this graph. Everything <= 0 is undefined. Depending on the GPU vendor/driver, they will return different things to undefined calls like this. Nvidia tends to return 0, but other drivers are more literal with their evaluation.
Thus the NaNs on some devices, but not others
ah i see. i had a weird issue with the java shader i was working on where the sky wouldnt be drawn on AMD devices. We love driver inconsistencies
We love driver inconsistencies
i had to write the original sky to a separate color buffer, then call that color buffer within the depth check function. its a bad solution but it works for now
if it works...sometimes that's all you need
yep. the entire gradient smoothing doesnt work but at least it looks somewhat normal for amd users
rather than being a sky that rapidly blinks from black to colored
Whoa, wait, what? 🙂
You have issues with something in the new preview unique to Nvidia devices?
yea, that wouldve been a really interesting issue 😭
this one is interesting, used a painterly effect on it, then did a small radius blur
as well as tweaked the levels of the texture
Nice!
its a bit brighter than id like but it works
yea i mess with these tweaks quite a bit
it's not fixing my issue with glowing items making screen black
uh culling much?
these kinds of maps still dont run super well, but having point lights off does make it far more playable than before
tbh it's really cute texture, i was thinking about going back to it and just edit it
map runs the exact same with point lights on
😭
underwater jank moment
that was something that i did yesterday
tbh i have an edit of both, i might just do a subpack that users can swtich between cuz yea
AAjab, is refraction still planned?
watter looks so flat when it's not reflecting anything :c
i love deferred so much now
water in general needs some adjustments i think. The fog underwater is quite insane. or at least too close to the player
theres some stuff that just feel rather wrong with the underwater visals and idk how to explain them
nevermind, it's still bad
I got six puppies
deferred if it was on PS1
oh wait i had fog on
its actually kinda funny how the game looks terrible and then the fog is just high res
stupid low res and ultra settings
even lower resolution image
this seems to be the lowest i can go without the game crashing on me
we got even lower (taau this time)
i put my monitor in 4x3 for this lmao
fire footage
Playable
I can't even 30fps on that resolution with low setting
water fog in the fog files?
yes, volumetric to be specific
i can change the air fog for that biome
but water is the same across all the biomes
water fog in the files is now obsolote
fog is controlled in the water file
huh
cdom, suspened sediment and chlorophyll
so that's what the whole thing with clarifications in 1.21.70.26 was about
thanks man
my bad it was in 1.21.70.24
this allows for custom wave for every biome
from what i understand its not functional yet though sadly
but im very excited about that feature
oh yeah they haven't enabled it yet
they did say
However, these components are intended for future use with the Deferred Technical Preview and have no effect in current builds, Preview or otherwise. With this change, Deferred resource pack rules have changed slightly
BIG Waves in deep ocean biome go BRRRRR
the app crashes when i try to reload files using
/reload all
waiting on water docs update 💀
same
i have it all set up but im just curious about how it actually works
i can piece it together but the name "power" felt a little misleading at first
i am just waiting on the "texture" part
oh thats simle
you can define a completely custom file path
i added in my own caustics folder within textures
inside the rp so like
water/caustics
"texture": "textures/caustics/caustics.png",
oh ok
wait that would mean custom caustics for every biome via that client biome thing they haven't enabled
endless possiblities
it is
if they were fully procedural and based off the waves it wouldnt be an issue though
cuz your change in waves would change them
yeah that' would be better and accurate
i do hope they can add some form of wave manipulation to these
i dont mind the texture system but the lack of movement definitely doesnt look great
how about making a caustic generator based of the waves
then you generate the image and insert it in the json
RTX offsets the texture coordinates for movement
deferred could and likely should also do that
then you could have that movement be skewed by the current wave pattern
hmm yeah
that was something i was working on for betterRTX but i couldnt figure it out and gave up lmao
although my understanding of shader dev was near 0 at that time
Still probably not. I've still got a lot to learn when it comes to that
Have I implemented a full PBR system? Yes, could I tell someone how to do it? Nope
Next topic I wanna learn is ray marching though
That opens the door to so much
Whether it's SSR, or volumetrics
And whatever other use cases for Ray marching are out there. There's so many
Haha
For some reason on ps5 pro there's black specs and dots and on Xbox series x there's not
Yep devs know about it
Should hopefully be fixed next week
let's go
nooo
How does it look so different, what changed in like 2 updates that made this drastic of a difference
-# looks great btw
Fog
And prizma sunsets always looked good(with 1.3 even better)
I did notice that, what about the newest update?
That's true...
Caustics and local exposure
Hmm
And some changes to the sunset/sunrise transitions
How much of a difference is local exposure making?
That I don't know. Disabling it does nothing
In theory it would be helping a ton with over exposure
Which it looks like it does, but it's hard to tell when the image is the exact same even after disabling
And also when the current exposure won't react to bright sunlight but will react to a silly pink bow
Doesn't really make a lot of sense atm
I may be wrong but I think it fix shadows
Doesn't fix problem with glowing items 😞
Nor does it really compensate for bright sunlight illuminance
🤓
My pink bow is not silly
It just doesn't handle anything remotely close to white super well
My sea lanterns cause it to freak out as well
And my sea lantern is on average only about 25 emissive
With like maybe 6 pixels at a peak of 40
My glowstone is brighter and doesn't have issues
My glowstone is between 215 and 255 💀
And it's still dark too 😭😭😭
True
but my bow is not silly
Cook
on vs off
what tool is this?
Editor
so pretty :)
very aces
thank youu
tbh it's not that much different from hable
aces with low contrast looks the same as hable to me
Wasn't your hable config using high contrast?
yup

Looks like you got your light balance back.
How do caves and night time look?
caves?
Yeah
Tbh I have a lot to fix with my pack still. Haven't had any time to work on it 😭
Yup. That's a good amount of dark
Man the default floodfill looks great now
They did a good job with that. It used to be just vanilla I'm pretty sure
it's a bit too bright
brighter than vanilla
Personally I'm fine with that cuz vanilla floodfill is beyond flat
i was right to not try to fix dark shadows 🤓
These issues weren't from that
They were present before
ooh
Just my lighting being harsh, fog being blinding at times
Lots of stuff I need to resolve
Yea my pack is already right back where it was before adjusting for the shadows
A lot of my normals need some heavy reworks
ooh
i love item pbr so much
It helps to have ex-bedrock-shader devs on your team 
I remember you
Any note on when the deferred docs will be updated with the caustics info
Well i completely forgot the resolution slider existed and I turned it down a bit and now my performance is ALOT better now
I’m getting 30 to 60 fps with almost everything at ultra
that looks harsh
In what way, it's very soft in general. I've adjusted the power distribution a bit
Overall I'm happy with the look though and it's much better than default for the high res caustics
I added some edge softness and a small amount of noise to smooth it out
How can I remove water waves, reflections and get old water look before 1.21.20 update
Wish I could run deferred in non-preview :(
funny circle sun
ayo
bloom
that would be a disaster
Use better render dragon 1.4.4 or 1.4.5 and press force enable deffered
Yeah, one of the LeviLamina devs maintains a fork of BetterRD that works on latest versions
https://github.com/dreamguxiang/BetterRenderDragon-xmake
She hates people complaining when things break with her packs due to them not being run on preview. 😭
No but it's clearly not finished yet and if it would be in stable well people will say "ewww we waited so long for a something not finished gngngngn"
Everyone disagrees but that’s why she doesn’t like it haha
There are obviously more reasons, but I was just poking fun
Too be fair, deferred isn't really meant to be used in release versions of the game right now. She has a point. You can't expect the pack to work properly in an unsupported version
Of course, it’s pretty unstable right now, well for some devices
I just think it looks super pretty and I wish I could just always use it
and then ontop of that, complain to the dev for something not working with your work around. Like back when SSS was added, people complained to no end about missing textures and all of them were BRD users
Aside from a few people who weren't aware of it being preview required
for all devices*
only pc
There are bugs with deferred on practically every platform
Hey that's me 🙃
I'm best sigma 🗿🍷
Good for you
ooh thats me :3
nuh uh
raytracing 🗣️
this is so cool I wish consoles were real
I wish consoles were real too... :(
why consoles have to be fake... sigh
hmmm


