#Graphics General

1 messages · Page 18 of 1

white willow
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Either way though, the changes to emissives are great. I'm gonna test things out shortly

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Also time to redo my sky because now with the reduced fog it looks awful

vague shoal
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It’s okay I guess

ornate hollow
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may look bad in another biome

white willow
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its so much better than the smog filled fog

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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

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either way the addition of a heyney greenstein phase funtion is great. it can be used on so many thigns

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they could use it to make SSS brigher in direct lighting, clouds many other things

ornate hollow
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aY

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about clouds

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is there SSS for clouds?

white willow
ornate hollow
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A

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SUN RAYS LOOK BETTER

white willow
# ornate hollow is there SSS for clouds?

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

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clouds are done the same way you do VL fog

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just in the sky

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i do gotta fix my emissives now

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but i have an idea

white willow
tribal trail
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:0

white willow
ornate hollow
white willow
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and distant things dont look terrible anymore

ornate hollow
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LOOK GOOD

white willow
ornate hollow
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WATER!!

pale urchin
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Yup. That's water

quick beacon
ornate hollow
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VERY BRIGHT🔥

quick beacon
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Tho do not use high illuminance values-

white willow
ornate hollow
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i want video😭

white willow
ornate hollow
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i 😭 can't force preview use dx12

white willow
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my fog now feels too thick

ornate hollow
white willow
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i might test out using the values i use in rtx

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see how that looks

ornate hollow
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it's look bad now

sonic canopy
# white willow you wouldnt use sss for clouds, youd use a scattering and absorption method mixe...

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

white willow
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ah

ornate hollow
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G

white willow
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using my rtx fog here

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its basically 1-1 with rtx in direct sunlight now

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in terms of thickness

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and wow emissives are REALLY dark now. even my rtx ones are too dark haha

tribal trail
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autoexposure seems so slow now

white willow
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you wanna know the emissive map i needed for this lol

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it scales a lot better now though

tribal trail
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everything seems so dakr now (not only shadows)

white willow
tribal trail
white willow
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also you can port rtx emissives over to deferred now but they will still need some adjustments

long ruin
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Deferred looks a lot better now tbh

white willow
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alot of that i think has to do with the fact that fog isnt choking up the whole scene

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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

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clear reflections with fog enabled. yay

long ruin
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W

ornate hollow
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☝️

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👍

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WAIT WAIT

white willow
tribal trail
white willow
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hey this looks better too

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also the emissive im using on the glowstone i ported from rtx

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it works great

white willow
tribal trail
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now i need fix for shadows and i can die

white willow
long ruin
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tbh, I still think floodfill lighting should be added

white willow
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100 %

long ruin
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instead of having hundreds of point lights

white willow
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yea cuz the performance is rough in scenes like this

tribal trail
white willow
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tbh i may no longer have two pack versions

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just merge rtx and deferred versions together

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since rtx stuff translates over well now

sonic canopy
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wish underwater visuals can be improved in deferred

white willow
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old deferred tuned fog, vs rtx tuned fog (ignore the color differences, i just used a very different fog color in rtx)

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i literally see no reason to have an rtx and deferred pack anymore

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just one consolodated pbr resource pack

quasi trench
quasi trench
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but now its cooking

white willow
quasi trench
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only thing is that shadows look too dark still

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did they not fix that

white willow
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rtx vs deferred

white willow
white willow
white willow
pale urchin
quasi trench
quasi trench
pale urchin
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Does increasing the sky ambient brightness not fix the shadows?

white willow
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welp i just tried and no

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however making the sun brighter helps a little

tribal trail
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but don't want to change it because if they fix it soon it will be a waste of time

white willow
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yea

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im just messing aroudn wtih things right now

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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

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same with plagued pbr

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im gonna port everything from rtx over and see how it looks

quasi trench
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one pack for all your vanilla reforged needs

white willow
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yep. i dont see any reason to keep them separate

quasi trench
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omg i can finally say im using an rtx pack bao_ext_toldyouso

white willow
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yea no nothing funky happened

quasi trench
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not reflections or nether or end?

white willow
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funny enough rtx emissives are too dark for deferred it looks like

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or well mine at least

quasi trench
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woah

tribal trail
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also fog colors are still off

white willow
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rtx emissives in deferred

tribal trail
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mine are too dark

white willow
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nether portal is chalked though

tribal trail
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almost don't glow

pale urchin
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@still zenith is this new feature of fog customizable or planned to be?

white willow
still zenith
white willow
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it would be nice. but in general its a good improvement either way

pale urchin
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I haven't played the preview yet

white willow
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its the same as it was before

pale urchin
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Huh. So the effect changes based on whether it's water or air

white willow
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just a little stronger near the sun position

pale urchin
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Well I'm glad that was thought of then

white willow
tribal trail
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it needs to be a bit faster

white willow
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agree

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otherwise its a great improvement

tribal trail
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my game is so dark now

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even with bumping sun brightness

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i had to change my clor grading

white willow
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i havent seen to big of a difference. aces in general is a lot better now though

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not everything just becomes pure white anymore

tribal trail
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also i can't get emissive maps to be very bright

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thsi is my texture

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even in rtx it would be bright asf

white willow
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ok yea as im messing with this more, emissives are quite dark

tribal trail
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They are way too dark

white willow
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something around here would be ok. (set the emissive brightness in the deferred render.json to 3)

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and these emissives are using typical rtx values so around 40-120 on average

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lemme compare this with rtx real fast though

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yea thats pretty on par

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if we get emissive brightness to here this would be perfect

quick beacon
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I honestly love how deferred looks this preview.

pale urchin
white willow
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idk i think it would be better for emissives to match rtx intensity which 3 does basically perfectly

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i can see how it looks with 4 in a bit

tribal trail
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On other tonemaps 3 might not be enough

blazing whale
tribal trail
still zenith
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Should be able to swap out something like "reinhard" or "aces" for "generic".

silent zealot
still zenith
tribal trail
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Would be awesome to have control over emissivity strength

still zenith
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And Henyey-Greenstein Phase Density

tribal trail
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Control over Point light volumetric

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I want them to be stronger than they are now (without need to make fog thicker)

ornate hollow
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Yes

ornate hollow
harsh iris
viscid moth
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would be so awsome to get light leaking fixed

wise hinge
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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.

tribal trail
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is only my night very bright? or others have that issue too

white willow
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So yes

tribal trail
white willow
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Yea no I'm using like 4 moon illuminations and it's bright

tribal trail
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new autoexposure is not only too slow but also too harsh

white willow
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Real bright

tribal trail
white willow
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The new changes were the right ideas

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They just need some tweaking

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I'm dreading do auto exposure. Seems like a pain

graceful iron
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totally great name idea verycool

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I think I accidentally reply pinged, mb cat_depressed

white willow
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working on some new skies

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and also working on finding a good balance for the new fog

white willow
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rain looks nuts

white willow
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absolutely criminal this effect only really works with stupidly thick fog

white willow
tribal trail
broken egret
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Is there any other ways to edit the transparency of a texture similar to how "USE_COLOR_MASK" works on players

quasi trench
ornate hollow
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OM

pale urchin
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Has anyone talked about the sun still appearing even in weather?

white willow
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personally i dont mind it, the bigger issue is the sun completely ignoring depth in reflections and rendering through terrain

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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

pale urchin
white willow
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true. tbh i dont mind it, makes it feel more like a sun shower

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although for a thunderstorm the sun should definitely go away

quick beacon
white willow
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not sure how hard that would be but would be cool

quasi trench
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hopefully one day we can have actual thunderstorm clouds or something

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with no sunlight peering through everything

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i want puddles but thats not happening

wild jay
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I'll see if I can find a way to make puddles...

quasi trench
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ooo drop splatter

wild jay
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Yup

pale urchin
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This isn't right 👀

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There shouldn't be a reflection in the circle

long ruin
tribal trail
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generic

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and anything that is reflecting sunlight is pure white

proud pike
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Emissives look quite great. honestly W deferred update

ornate hollow
tribal trail
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it shouldn't be

tribal trail
ornate hollow
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uhhh

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i want to see more

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but i'm actually not sure i like it

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yes yes

proud pike
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Looking closely yeah, the colour is definitely off

white willow
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I might mess around with the generic tonemapper

pale urchin
white willow
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I knew about its existence but never messed with it

quick beacon
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It existed for a while and some colors with it are slightly off

sonic canopy
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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.

GitHub

Latest vanilla RenderDragon GLSL and BGFX SC Bedrock shader code - veka0/mcbe-shader-codebase

white willow
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whatever you guys are doing, please, keep doing it

quasi trench
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COOKING

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more, MORE!

gaunt sparrow
white willow
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my overhaul is going well :)

white willow
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current work in progress sunset

tribal trail
white willow
tribal trail
tribal trail
ornate hollow
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it's perfect

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look at this

tribal trail
tribal trail
quasi trench
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hey wait are those custom clouds hiding up there

tribal trail
quasi trench
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interesting

civic radish
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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

sonic canopy
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What does lazurite info show for compiled materials?

civic radish
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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
sonic canopy
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You also need to provide path to compiled material. E.g. lazurite info ./src/RenderChunk.material.bin

tribal trail
wise hinge
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Doesn't the bell support pbr?

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I've tried adding pbr for the bell from textures/entity/bell or textures/blocks/bell_side, bell_bottom, bell_top

tribal trail
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it doesn't

wise hinge
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Okay, thankspepeRunCry

white willow
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Banners, beacon beam, bell, candles, chiseled bookshelf is a little funky

wise hinge
ornate hollow
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☝️

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i will touch you

wise hinge
ornate hollow
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🐲

tribal trail
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just pulling my glowing bow makes whole game look dark

stark harness
vague shoal
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I can’t enjoy realism craft + deferred without the clouds making my screen dark as heck when looking at them ☹️

tribal trail
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My bow was not causing screen to be that dark

trail bridge
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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

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I used to use the 1.20 version of it, but that stopped working for me now

pale urchin
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I hope they add emissive intensity customization here.

trail bridge
ornate hollow
trail bridge
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Okay

quasi trench
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just did a bit of stress testing on ps5 pro

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these screenshots are on maximum settings, 24 render distance, 8 simulation distance, 4k resolution

pale urchin
quasi trench
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when turning around and looking at the nether torches it did go below 30 momentarily but then rebounded

pale urchin
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What's that in the corner of the second screenshot

quasi trench
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its the weakness particle effect

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not even creative saves you from the chambers

pale urchin
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Why does it look so white?

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And foggy?

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It barely looks like an effect particle

quasi trench
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could be one of the resource packs i had on

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moved exactly how a potion effect particle would

quasi trench
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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

tribal trail
quasi trench
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when quirky is done with VR 1.1 ill test again with that

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i doubt there will be a difference but who knows

quasi trench
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it messed with some particle textures despite what ive tried

ornate hollow
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ay

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VR

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ps vr

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is minecraft still support ps vr?

quasi trench
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this month support disappears

vague shoal
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New graphics ui being added to stable and support for some devices ending has to be a hint at something bao_ext_toldyouso bao_ext_toldyouso bao_ext_toldyouso

wise hinge
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yipeeeee

ornate hollow
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YIPEEEEEEEEE

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REEALLAAL

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AAJ ONLINE

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MEAN DEFERRED GOODIE

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WOW

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VEKA is prophet

white willow
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Can't wait to cook

pale urchin
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local exposure sounds promising

white willow
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Oh yes

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Local exposure is an amazing tool

faint frigate
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I am interested how the Off option for Point lights would look like

pale urchin
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My guess? Pure block lighting. Like those old HAL shaders

white willow
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It's probably just vanilla lighting

pale urchin
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Which reminds me. Do we have a way to modify block light colour?

white willow
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Nope

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Would love to though

long ruin
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still waiting for point lights on custom blocks

pale urchin
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Forgot all about that

white willow
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Because this is something I did. More orange blocklight. Always thought that looked a bit better than the whitish yellow

sonic canopy
white willow
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Potentially

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Will have to experiment

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im also very curious about caustics stuff

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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

sonic canopy
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With local exposure, aces should be way more usable

white willow
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but maybe it can be skewed by waves

pale urchin
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That would be an interesting approach

white willow
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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

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at least the one in the files is

wise hinge
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yumyum

vague shoal
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Yooo

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I don’t see any noise bug

ornate hollow
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YOO

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hmmm

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yum

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why look bad like this

vague shoal
#

Better clouds when tho

vague shoal
#

You can customize it

ornate hollow
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ayyy

pale urchin
vague shoal
ornate hollow
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in changelog

pale urchin
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It didn't say how though

vague shoal
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“And can be further controlled by recourse packs”

vague shoal
pale urchin
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I will assume for now that you can edit the texture

vague shoal
#

When they update the docs

white willow
wise hinge
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-# replace with rtx caustics

ornate hollow
pale urchin
white willow
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WOAH

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they take the pbr data into account

pale urchin
#

bell?

white willow
#

caustics

pale urchin
#

Oh..

pale urchin
white willow
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like they are affected by normals and such

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they look all bumpy

pale urchin
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Ahh

white willow
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the game also FINALLY detects my controller as a PS controller

pale urchin
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Could that be why the caustics look weird in that screenshot?

white willow
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they uh dont render on walls very well though

wise hinge
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AH

ornate hollow
#

GG

pale urchin
tribal trail
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SHADOWS ARE FIXED

ornate hollow
#

AAAA

white willow
wise hinge
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Yeyyep finally shadow fixed!!

white willow
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also my water is pure black

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maybe a world reload will fix it

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nope

vague shoal
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Noooo the water noise bug on my iOS device is still happen

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Oh well

vague shoal
ornate hollow
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noise?

vague shoal
ornate hollow
#

oh

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still bug

wise hinge
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the sunrise got wayyy better now 😭

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they are so smooth

vague shoal
#

Oh ye the only feature left now to be added from the qna is refractions

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So what’s next

ornate hollow
vague shoal
ornate hollow
white willow
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rainbow after rainstorm when

sonic canopy
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new uniform in renderchunk, don't know what it does but it sounds exciting

wise hinge
white willow
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i need to fix my game now cuz shadows are super bright

tribal trail
wise hinge
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so real

rocky halo
sonic canopy
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the what?

rocky halo
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for example grass disappear after a short distance

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please let me dream

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one day it will be fixed ou become better

pale urchin
#

you mean LOD?

rocky halo
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yes but it's not like distant horizon

pale urchin
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I wouldn't say "fix" it, but allow it to be customizable so higher end devices can see everything if they want

vague shoal
sonic canopy
#

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

white willow
#

so you can just drag and drop

vague shoal
pale urchin
vague shoal
#

MUCH BETTER THAN THOSE PIXELS

white willow
vague shoal
#

Now let’s do the same with clouds

white willow
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because its literally aligned to the block pixels

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these arent and feel out of place

vague shoal
pale urchin
white willow
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i repolaced renderer files here

vague shoal
#

Crap

white willow
#

yea

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i copied the rtx caustics into deferred

tribal trail
#

without pointlights

white willow
#

which ngl the rtx caustics are WAY better for rtx just simply because they are semi physically based

tribal trail
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with pointlights

white willow
#

these caustics are just an overlay 😭

tribal trail
#

look at the fps

ornate hollow
#

oh wowww

vague shoal
#

Keeps going up and down

tribal trail
white willow
tribal trail
white willow
#

deferred caustics are pixel locked

vague shoal
white willow
#

rtx ones would be great with a realistic texture pack

vague shoal
#

Then imma just turn off point lights

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And maybe my performance will get better

sonic canopy
#

FullscreenEffect.material.bin seems interesting

ornate hollow
white willow
#

point lights on

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point light off

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yea its a sizeable increse

vague shoal
wise hinge
#

now i can finally place lantern inside of my house

white willow
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point lights off uses an improved version of vanilla lighting

tribal trail
white willow
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its a more accurate and brighter floodfill

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with better decay and attenuation

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now imagine if it could have colored lighting

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but iirc that may require voxelization

quick beacon
white willow
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oh so you can change the texture in a resource pack?

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i dont have to replace the renderer file

quick beacon
#
"caustics": {
            "enabled": true,
            "frame_length": 0.05000000074505806,
            "texture": "",
            "scale": 0.5,
            "power": 2
        }```
vague shoal
#

So maybe we can do something similar with clouds if mojang allows it

wise hinge
#

oh w

white willow
#

plus you can already change clouds texture

vague shoal
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Like idk model change or something

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Make it smooth on the edges

white willow
#

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

tribal trail
white willow
quick beacon
# quick beacon

Tried to edit these in editor but they seem bugged because they didn't update.

tribal trail
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wouldn't mind if they replace pointlights with colored floodfill

white willow
#

my editor keeps crashing

quick beacon
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Load your editor world with deferred off

white willow
#

i mean, there are ways to do it with floodfill, but its hard and not cheap

white willow
quick beacon
white willow
#

guess i gotta eyeball it

white willow
#

but caustics on a first glance need quite a bit of work

pale urchin
white willow
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yea which looks bad

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theres also no attenuation

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or is it decay

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one of the two

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its always the same strength at all times

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tiny caustics

white willow
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im an idiot

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rtx caustics small edition

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they do however really should take sun position into account too. them not rendering on walls very well looks quite bad

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and their strength needs some kind of dynamic decay

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i think rtx caustics are a bit too soft, but something around here for intensity would be a good spot

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and the lowest intensity btw is 1

pale urchin
#

As if it's just a terrain problem

faint snow
#

Does deferred have colored lighting

white willow
tribal trail
still zenith
#

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.

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saturate(dot(vec3(0, 1, 0), worldNormal))

quick beacon
#

Math

silent zealot
white willow
pale urchin
#

agreed. the caustics looks off when it's not aligned with the sun angle

silent zealot
white willow
silent zealot
#

smokeyyum Mojang making me jump back into updating my deferred rendering pack? In 2025? Huge!

still zenith
#

Thanks for the feedback! We have a good list of follow up items to fold in now for caustics. 👍 Keep it coming. 🙂

white willow
#

would also be cool to see the waves skew and manipulate the texture

tribal trail
#

vanilla lightning should be less visible when point lights are on

pale urchin
#

Pretty sure it is

white willow
#

hm im starting to see how the power system works

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it adjusts the distribution of lighting on the caustics

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1 is uniformly lit

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6 is the most varied

tribal trail
#

it's stronger now than before

sonic canopy
pale urchin
#

What's that for exactly?

white willow
# still zenith Thanks for the feedback! We have a good list of follow up items to fold in now ...

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

sonic canopy
sonic canopy
#

Not exactly, it only applies to transparent blocks fading to opaque

rocky halo
#

So sugar cane ?

sonic canopy
#

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

rocky halo
#

Maybe the list of transparent block to opaque would be expanded too. But thanks veka to answer me

white willow
#

the local expusre stuff though should be amazing

#

my nighttime is incredibly bright right now though. not sure why

pale urchin
#

I'll assume that it's to just disable the fade for now

sonic canopy
#

Probably. Or.. distant horizons on bedrock? Maybe it's related to some camera tech. We'll likely know more in the future

white willow
#

because this is as bright as daytime right now

#

like this is bad

pale urchin
#

I noticed it too

sonic canopy
# sonic canopy FullscreenEffect.material.bin seems interesting

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.

white willow
#

its real chat

silent zealot
white willow
#

local exposure

silent zealot
#

#1349051137512443924 message

white willow
#

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

tribal trail
tribal trail
white willow
# tribal trail 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

white willow
pale urchin
white willow
#

But unfortunately my college schedule is dumb and has me in a class right now (3pm-6pm)

tribal trail
#

how to add custom caustics?

vague shoal
#

What does local exposure mean

vague shoal
quasi trench
#

DEFERRED UPDATE?

quick beacon
#

Water caustics 🔥

quasi trench
#

woahzaaa

#

i need fancy water bao_ext_toldyouso

#

im assuming for now you can add in rtx caustics and it’ll work?

white willow
white willow
quasi trench
white willow
#

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

quasi trench
#

they dont move like in rtx?

white willow
#

Only animated

#

But static in position

#

The texture doesn't scroll

quasi trench
#

aw man

white willow
#

Which I think is a major downside

white willow
quasi trench
#

probably has to be made in a proper way then

white willow
#

Its not good 😭

#

But there should definitely be a position offset added to them at the bare minimum here

quasi trench
#

i like how fancy it looks but you’re right its static

quasi trench
#

any variation is nice

white willow
#

I've done a noise based procedural "caustics" system before

#

Offsetting the texture looked way better

quasi trench
#

i trust you on that

#

mojang let him cook

white willow
#

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)

pale urchin
white willow
#

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

tribal trail
ornate hollow
#

Oo

#

THE PERFECT ONE IS HERE

tribal trail
ornate hollow
#

👍

white willow
#

I think I'm gonna make my own custom texture. I found a way to do it

ornate hollow
#

GG for ps5 user

vague shoal
#

Heck yeah

ornate hollow
#

Deferred bug on ps5

#

GG

#

In 1.21.80.20

#

Two of these not the same device

white willow
#

Ye I'm talking about fully custom though

rocky halo
#

woaw imagine if you use Homer Simpson as caustic

ornate hollow
#

Gg

#

This is another one

white willow
#

Oh what the hell

ornate hollow
#

Yes

#

ps5 user got cook

#

When enable deferred

#

If you move

#

You will see like that

quick beacon
rocky halo
#

voize

#

void version of blaze

quasi trench
#

oh no

#

i hope my ps5 pro avoids that

quasi trench
white willow
#

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

stark harness
#

Dose the water caustics make performance worse

stark harness
#

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

white willow
#

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

stark harness
#

I wish that they could make the ssr also more screen space

white willow
#

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

stark harness
#

I think they definitely need to brighten it up a little bit and make the range more

white willow
#

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

stark harness
#

Yeah that looks better

white willow
#

ok so alot of my caustics complaints are fairly gone after doing a lot of tweaking

#

although main thing still is that the texture should scroll

#

also appears that the textures tiles funky

stark harness
#

Yeah I really don't like how Pixelated the default caustics are

white willow
#

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

stark harness
#

Yeah but I think the Pixelated look doesn't suit the water

white willow
#

its a pixel aligned texture

#

but my caustics arent the pixelated ones

#

mine are the high res rtx ones

white willow
#

my pack wont use the vanilla texture because its an overwhelmingly negative reaction despite me liking it

#

but i can appreciate the idea

still zenith
white willow
#

haha no worries. most people seem to be upset with the actual caustics texture itself

still zenith
#

All good. I have no worries. 😉

white willow
#

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

white willow
#

yep

#

im gonna do some editing of that one and see what i can do with it

still zenith
#

Can't wait to see the results. You always work magic. We'll be testing the end product that you publish, almost immediately. 🙂

white willow
#

😄

ornate hollow
#

GG aaj

#

Aajabrams

ornate hollow
#

Not Mali Gpu now

white willow
#

gave them a cool corner highlight

#

a bit of a blur and some sharpening to generate a small amount of noise cleans the look up a little

ornate hollow
#

Did you see that?

white willow
#

yea its faint

still zenith
still zenith
still zenith
vague shoal
white willow
vague shoal
still zenith
still zenith
#

Thus the NaNs on some devices, but not others

white willow
#

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

still zenith
#

We love driver inconsistencies

white willow
#

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

still zenith
#

if it works...sometimes that's all you need

white willow
#

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

still zenith
#

Whoa, wait, what? 🙂

#

You have issues with something in the new preview unique to Nvidia devices?

white willow
#

oh no no

#

haha thats for my project

still zenith
#

Ah ok, #whew

#

🙂

white willow
#

yea, that wouldve been a really interesting issue 😭

#

as well as tweaked the levels of the texture

still zenith
#

Nice!

white willow
#

its a bit brighter than id like but it works

#

yea i mess with these tweaks quite a bit

tribal trail
white willow
#

these kinds of maps still dont run super well, but having point lights off does make it far more playable than before

tribal trail
white willow
#

😭

#

underwater jank moment

tribal trail
white willow
tribal trail
#

AAjab, is refraction still planned?

#

watter looks so flat when it's not reflecting anything :c

#

i love deferred so much now

white willow
#

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

tribal trail
#

but it's not as bad as before

tribal trail
white willow
#

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

tribal trail
ornate hollow
#

I can't even 30fps on that resolution with low setting

viscid moth
#

is water fog bugged

#

can't get anything to work

white willow
viscid moth
white willow
#

fog is controlled in the water file

viscid moth
#

huh

white willow
#

cdom, suspened sediment and chlorophyll

viscid moth
#

oh wow

#

ohhhhhhhhh

white willow
#

those affect the fog denisty now

#

yea, took me a while to figure it out too

viscid moth
#

so that's what the whole thing with clarifications in 1.21.70.26 was about

#

thanks man

white willow
#

probably

#

no problem

viscid moth
white willow
#

from what i understand its not functional yet though sadly

#

but im very excited about that feature

viscid moth
#

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

white willow
wise hinge
#

the app crashes when i try to reload files using
/reload all

viscid moth
#

waiting on water docs update 💀

white willow
#

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

viscid moth
#

i am just waiting on the "texture" part

white willow
#

oh thats simle

#

you can define a completely custom file path

#

i added in my own caustics folder within textures

viscid moth
#

inside the rp so like
water/caustics

white willow
#

"texture": "textures/caustics/caustics.png",

viscid moth
#

oh ok

white willow
#

you dont have to follow that

#

but thats what i did

viscid moth
#

wait that would mean custom caustics for every biome via that client biome thing they haven't enabled

#

endless possiblities

white willow
#

probably yea

#

thats a lot of work though

viscid moth
#

it is

white willow
#

if they were fully procedural and based off the waves it wouldnt be an issue though

#

cuz your change in waves would change them

viscid moth
#

yeah that' would be better and accurate

white willow
#

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

viscid moth
#

how about making a caustic generator based of the waves
then you generate the image and insert it in the json

white willow
#

RTX offsets the texture coordinates for movement

#

deferred could and likely should also do that

viscid moth
#

yeah

#

still waiting on custom point lights tho 💀

white willow
#

then you could have that movement be skewed by the current wave pattern

white willow
#

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

viscid moth
#

how about rn

#

could you do it

white willow
#

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

quasi trench
#

jk

tribal trail
blazing whale
stark harness
#

For some reason on ps5 pro there's black specs and dots and on Xbox series x there's not

white willow
#

Should hopefully be fixed next week

gaunt sparrow
stark harness
#

So I guess it's just a ps5 problem

#

And on phone to

proud pike
# tribal trail

How does it look so different, what changed in like 2 updates that made this drastic of a difference

#

-# looks great btw

tribal trail
#

And prizma sunsets always looked good(with 1.3 even better)

proud pike
white willow
proud pike
#

Hmm

white willow
#

And some changes to the sunset/sunrise transitions

proud pike
#

How much of a difference is local exposure making?

white willow
proud pike
#

Oh

#

Ok then

white willow
#

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

tribal trail
tribal trail
white willow
#

Nor does it really compensate for bright sunlight illuminance

tribal trail
#

My pink bow is not silly

white willow
#

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 😭😭😭

tribal trail
#

but my bow is not silly

vague shoal
tribal trail
bitter kiln
quick beacon
#

Editor

tribal trail
bitter kiln
wise hinge
#

very aces

tribal trail
tribal trail
#

aces with low contrast looks the same as hable to me

wise hinge
#

Wasn't your hable config using high contrast?

tribal trail
#

yup

wise hinge
pale urchin
tribal trail
#

im so happy

pale urchin
#

How do caves and night time look?

tribal trail
tribal trail
pale urchin
white willow
#

Tbh I have a lot to fix with my pack still. Haven't had any time to work on it 😭

tribal trail
pale urchin
tribal trail
white willow
#

Man the default floodfill looks great now

#

They did a good job with that. It used to be just vanilla I'm pretty sure

tribal trail
#

brighter than vanilla

white willow
#

Personally I'm fine with that cuz vanilla floodfill is beyond flat

tribal trail
white willow
#

They were present before

tribal trail
white willow
#

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

tribal trail
#

i love item pbr so much

sonic canopy
vague shoal
bitter kiln
white willow
#

Any note on when the deferred docs will be updated with the caustics info

vague shoal
#

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

white willow
#

take 2 of more realistic caustics

quasi trench
#

ooooo

#

coooookkkkkkkinggggg

tribal trail
white willow
#

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

civic radish
#

How can I remove water waves, reflections and get old water look before 1.21.20 update

bitter kiln
#

Wish I could run deferred in non-preview :(

white willow
#

funny circle sun

quasi trench
#

ayo

wise hinge
#

bloomumok

tribal trail
ornate hollow
#

?

#

It not that bad

#

I don't know what issues is it

civic radish
sonic canopy
bitter kiln
rocky halo
bitter kiln
#

Everyone disagrees but that’s why she doesn’t like it haha

#

There are obviously more reasons, but I was just poking fun

white willow
#

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

bitter kiln
#

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

white willow
#

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

ornate hollow
#

only pc

pale urchin
proud pike
civic radish
pale urchin
#

Good for you

tribal trail
tribal trail
white willow
#

raytracing 🗣️

wintry sigil
#

this is so cool I wish consoles were real

long ruin
#

I wish consoles were real too... :(

white willow
#

why consoles have to be fake... sigh

tribal trail