#Graphics General
1 messages · Page 20 of 1
uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
BRTX shader would be amazing
idk
thats my likely goal. but i need to learn path tracing haha
id like to do an offline renderer at some point
Something like what Veka has with his PT shader?
yea. i mean hes also writing a brtx based one now so
Yep ik
Oh yeah, there are some very obvious and easy to fix issues. While the devs are watching, let me list a few: bows and crossbows supply the same colors both via texture and via vertex color, so they multiply together and the texture gamma becomes darker. Banner UVs are offset by 1 pixel for no reason. Bloom mip chain summation is missing (addittive blending is not enabled). One of the compute passes supplies a denoiser parameter index that is greater than 0 or 1, so it overflows the array and uses garbage data as denoiser parameters. Doors supply vanilla shading as vertex color, which ends u darkening the albedo. Sky is not included in auto exposure. Clouds have some of its faces duplicated with inverted normals, which breaks their appearance.
My pc couldn't handle this, what bad about it I like it
There are many people in the same boat, but all reasonably priced hardware from the past 6 years can handle deferred rendering in its current form just fine, the even lower end machines have issues. This would likely get better over time as optimisation continues behind the scenes.
these are all very minor oversights too
shadows lately have been oddly noisy in various situations too. it wasnt always that way either
even in vanilla without betterRTX
so its just slowly breaking more and more 😭
“Plagued visuals”
REFORGED VISUALS
i dont hate that one
VRV 
i think having graphics at the end will be better, like plagued graphics (maybe pbr might be good) or prizma graphics/pbr etc...
this stupid rendering engine consumes too much of my life and I'm hardly even a pack creator
Btw anyone tried yet adding pbr to beacon beam?
In latest update as well?
does anyone knows why adding point light to sugar cane doesn't work for me, I use 1.21.40 format version
because point lights only work on blocks with a light level
😪 Really?
So i can't add light to emissive mer blocks?
no. it needs to have a light level
Hm, even with MER defined as scalar values and not via textures?
it works if entities have a global emsisive value defined
but doesnt work from texture set
last i checked at least
i can test again but i do have these
Is it possible to apply mer to paintings, for exanple heightmaps?
i believe those are in the bugged category
I see, that explains why it looks metallic on my end. (I have global entity MERS configured, to test entity PBR in RTX)
lemme do a quick test though
i ahve a heightmap and nothing
its also not rendered in ssr lol
oh nvm it is
How does ssr work? My game craches when i enable ssr
it seems the beacon is just slightly emissive by default
cuz my emissive map is set to 0
255 emissivty
it actually might be a little brighter
lemme make it reflective and metallic
nope
doesnt work
the brighter one is because the exposure adjusted more
Looks like some NaNs popped up during accumulation, I'm gonna have to deal with that
dang. looks great thoiugh
yes
^
vibrant visuals is beta for deferred technical preview
eh no. its the final version of deferred
Also tehnically false.
Vibrant Visuals is Mojang's Deferred Rendering pack. Think about it as the Vanilla Pack for deferred rendering.
Is it tho? I'm guessing there will only be a VV toggle, and to get creator made visuals, you'd apply a pack and enable VV
Yeah, VV is the graphics mode name.
So it will be Simple, Fancy, and Vibrant
raytraced crying in the corner
I wonder what will happen to Java’s fabulous graphic option
Does anything have to happen to it?
Not really, but it’d be interesting
i dont think it would get changed
Corerct.
It will probably be a fall back like fancy is.
I know this is more about textures than graphics but, how might I go about making a new texture for something like caustics or the sun?
Imagine they showcase the pbr pack from one creator in here
It would be nice if they did a creator showcase in the future
AgX vs ACES comparison. AgX left
same order
also sorry i have DoF enabled in the AgX shots
I wish
bro knows she would be the one showcased 😭
I don't think they will provide any pack
#1351937058486095893 message
I would lie if i said i don't want it but there are other packs that are great too
bedrock
ptsd

Don't be
minecraft super duper graphics pack was going to be fun 😭
Upgraded my depth of field to (very primitive) camera lens simulation
We will. It will be included in the base Vanilla resource pack stack shortly. 👍
This looks sooo good. Way better than my own Bokeh experiments. 😍
Vibrant Visuals is designed to be an extension aligned with established patterns for resource packs. 😉
My first Minecraft gig. We've come a long way since then. ❤️
Lol yeah
Thank you! I'm trying to get to a point where I can fully simulate a film camera in BRTX, but there are still ways to go before this milestone can be reached 😅
2 of the best minds I know conversing here 🍿
That's a great project! Keep at it!
Left it accumulating some more, this is a less noisy version

Will the default caustics texture ever get changed?
yes you guys have
Don't think it will because they are definitely going for a pixelated look
Same for the shadows
It fits Minecraft tbh
Yea I know about the shadows but the caustics look pretty bad.
i did something far less significant but ive added the blender tonemapper within RTX. it works shockingly well
I see your point, perhaps some adjustments to the intensity might make it look better
And once underwater looks good
Yea
the color variety and depth is kinda nuts
Can Vibrant Visual later be implemented Global Illumination?
That looks a bit noisy is there any way to fix that?
path tracing will always be noisy. you cant completely denoise path tracing
especially GI

but BRTXs denoiser does need a bit of work in general
Can you adjust the noise threshold?
i know nothing about A-SVGF though so not something i can fix
doesnt work like that
Oh, lol I know nothing about MCRTX all I know is blender knowledge
blender is an offline renderer
like what veka is making
so it just has to sit there and accumulate
Yepper
BRTX needs a real time denoiser and current denoising (even ray reconstruction) isnt perfect
but its an incredibly complex system. BRTXs denoising is very flawed though.
it sends back a lot of bad data that should be discarded and isn't. as well as doesnt adapt for noise very well and then treats ambient occlusion as noise
its quite a mess and i wish i was knowledgable enough to fix it
That is a very convoluted system

Ok this one is the last one, I really need to go to sleep now lol
Wondering if VV is planned to be customizable in Java as well?
Most likely
What if i add this
Add what exactly?
iirc, helen angel said something about render dragon being able to be implemented in java edition
but that was a long time ago and xilefian denied it so idk
My favorite way to turn 
Why I m. Unable to add this in defferd
@earnest sierra can you help
The normal map?
Do you have a texture set for the texture?
But where can I download shaderc and what param is this?
i really like the torch and lartern lights, what shader is this where can I get it?
DOF for Deferred? :3


Do you guys plan on adding new features like ssao, DOF and more? 🥹 It's better than what it was before for sure but I still think it needs few things to be perfect
And will we be able to customize clouds? I hope so
Or will be in future option for more realistic clouds?
pink clouds
Hopefully (volumetric clouds)
3 layer clouds
More customisable clouds in general is what we want. Also by the looks of it exposure looks a bit better on the video showcase aswell
doesn't it have rpoblems with light leaking through walls
Yea.
From what I understand the leakage isn't too bad though
btw are new clouds volumetric?
they look almost like the rtx ones and they are volumetric iirc
no
thye are too thin
and too big
also i was hoping for few layers clouds 🥹
and THYE ARE WHITE AT NIGHT
mojang please, work on proper clouds 🥹
and SSAO
my soul need that
also item pbr and item reflections being broken
floodfill lightning was changed to be more vanilla like
Yea I noticed
Unless that's a new feature 👀
Being able to customize vanilla block light
I hope Vibrant Visuals will have refraction on water
i hope
but that clouds look trash at night
It was a confirmed feature over a year ago
So
Hopefully
just like vanila one but brighter
Yeah
Yea this is bad. I think the pitch black sky doesn't help though
The demo they showed of this definitely comes off as unfinished (which of course it is)
aajab please keep your promise 🙏
I wonder what else they want to add/change before the official release
I pray for caustics movement and light shaft manipulation
And maybe some kind of simple ssao
Auto exposure still needs a good amount of work
YESSS
it lacks any ao so much
even simple ssao would improve visuals
i want my local exposure back :c
caustics movement is fine but light shaft manipulation is needed
My main problems with exposure is it's over compensating for nighttime. Nighttime can end up so bright
but refraction is very needed because water looks so flat now when it's not reflecting anything
Unless I'm doing something wrong but the new AE needs some tuning still
If it works on a histogram (which I don't believe it does) getting the ability to adjust that histogram resource pack side would be nice ngl
But just being able to adjust the min/max EV would be nice 🙏
And also being able to set a target exposure
That way we can tune exposure to how our packs work
you can turn them on from the configs
would the shadows have to be pixelated?
i think pack creators will be able to decide
(i hope)
its not a shader actually
something about deferred feels odd but i cant tell what
No SSAO? Clouds? No waving plants? No refraction?
For me, I think it's the lack of good AO
is that the darker shading in corners?
Yea but AO isn't just darker shading in corners
renderdragon spawn egg when
Ambient occlusion can act as a form of "indirect lighting" something deferred so dearly lacks
(Also why normals are flat when in shadow)
directional lightmap we need
Agree
but ssao is really needed
Vanilla lighting can't influence normals 😔
aajab please
may be subjective but
does sdgp look "nicer" because they put more work into the textures and details or did they have more stuff implemented?
not sure how to word it
they just made it look very vanilla like
but there are alredy packs that looks better
they just need to add ssao, and it will look better than sdgp in my eyes
How long did these render for
Maybe 2 or 3 mins
This one I left for an hour tho
And this one 5 mins iirc
Accumulated fairly well then
Although it's been awhile since I've messed with an offline renderer in mc
Last time was that old vulkanite demo
I wonder what they did for the vanilla rp. It obviously uses the normals. But I'm curious in the res
I assume they are 16x normals
It's just really hard to tell
They seem incredibly soft
Except for the water normal
Likely to stay true to vanilla
looked too "plasticy" in places
some blocks don't use normalmaps
a lot of blocks looks like they don't use normalmaps at all and are just flat
yes
Yea seems like it. We will find out when the vanilla pack is available to look at
Does anyone knows why setting block emissiveness to 255 doesn't emit bloom?
Emissive brightness was toned way done recently
So emissives don't get very bright atm
i love this tonemap
vanilla rtx tonemapper
did a lot better than i thought. I do like how pronounced the GI is
Aces
very similar to agx but with more vibrancy
idk i just like the more dulled colors of AgX. it feels super natural
No, nothing like that. I just like to dabble with different computer graphics tech in my spare time. 🙂
Ohh wow these are so pretty
Could I pay you to make one in that scene with my skin 😭
Which pack is that
Hi aaja 
@sonic canopy for your Bokeh/DoF experiments, I dug up a cool resource I found a while ago that you might find useful for this purpose. A user on the Pentax forums, Matt Gunn, scanned and uploaded a bunch of different f/stops of isolated bokeh shapes from a variety of lenses. These are super high resolution, physically accurate bokeh shapes. 👍 https://www.pentaxforums.com/forums/10-pentax-slr-lens-discussion/81530-lens-bokeh-research-help.html
I was able to scrap 14 different sets of bokeh shapes from his uploads. Great for calibration.

Ooo, thanks! This immediately gets me thinking of how it can be approached in real-time 😅 Also yeah, seems like it'd be great for calibration. I've only really tried modelling one lens, but that page seems to feature some other interesting ones, and if there are patents available for them, it'd be quite fun to compare how close lens simulation can get to the real deal.
Btw the lens that I was trying to simulate is an old Soviet lens called Helios. Its distinct feature is a bokeh swirl. And I also just happens to be lucky enough to own one of those, along with Zenit film camera 👀 Unfortunately there is no patent for Helios as far as I know, but it was based on another lens for which there is a patent, and it also features a similar swirl https://worldwide.espacenet.com/patent/search/family/007743267/publication/US1786916A?q=US1786916
Here's an example of how swirly it can get. I'm a very big fan of this effect
This one I took on my zenit with Helios. Unfortunately its not quite as swirly, probably due to a slightly different lens model and a relatively small size of 35mm film, compared to modern cameras with large sensors.
Somewhat, in this instance not a fan.
Really depends on the subject.
Mods, split every atom in his body
Oh
It is what it is
But refraction is still planned?
Btw Hii
Improved the visual clarity within my AgX implementation. Looks much like a render lol
Genuinely curious, if you have both deferred and rtx pack on and you press ; does it switch to the highest pack?
I think it just switches to simple graphics?
Pretty sure by default ; does that now
By default it does yes. But im saying if you had both rtx and deferred packs on. ; would switch from fancy to RTX if you had only rtx pack on.
I’m pretty sure it still switches to simple even if you have an RTX pack. For me, it only ever begins to switch to RTX once I’ve enabled it in video settings
so I have to switch to RTX first for ; to actually toggle RTX rather than “simple”
Interesting, at leadt for deferred it doesnt do that
Might be a skill issue on my end idk
I dont have an rtx capable gpu so I cant test this myself.
At some point the RTX toggle kinda broke so it could be that
if you have deferred experimental toggle on in your world, it will switch to deferred
Now to bring this question back up when Deferred isn't experimental.
it will probably just switch to deferred
If you put a deferred pack on top of rtx and use it in a world with render dragon features turned off then some things like fog from the deferred pack will be used, but if this happens with the experimental feature on then the top pack will take priority and will only use deferred and rtx will be locked
When released in think if you have a rtx pack both deferred and rtx can be used but with deferred packs only deferred can be activated
I wonder how much optimization we will get soon since deferred is near release
Probably not that much, even though they will be releasing deferred it still won't be finished and they will continue to work on it.
They can’t release a poorly performing renderer 💀
They can, but currently it doesn't perform that poorly so they won't be releasing a poorly optimized renderer
Idk in some situations getting below 60 on a 4070S and not at ultra doesn't seem optimized
are you sure?
i think they might stop working on deferred completly after release
Perhaps they’ve already optimized a lot of things and they’ll be rolling out soon
thats what I'm hoping for
How can I fix bloom not working properly, setting green channel to 255 makes block lighter but doesn't emit bloom like on 1.21.30? Does anyone knows how to fix this on 1.21.80 preview?
lol
I'm not agree.
Firstly more customization will allow creators to make more diversified packs.
Secondly compared with rtx, here the thing will be on all platforms so it's clearly more impactful for the game if it's has lots of bugs or not.
And finally since distant horizons release and how it's amazing, I'm sure mojang will add one day a lod system like that
And it's sure that a lod system like distant horizons will not be present at the deferred release
or ever
let's see who will be right
in 40 years
I hope I will survive the WW3
From what some of the devs said on the live event I think that it probably won't be finished when they release it, though I am probably wrong.
They said "We are at the start of a very long journey"
maybe i dunno my android gpus but mali g57 is lower than mali g67
so are you even supposed to be able to enable deferred rendering
Yes i don't know why
The deffered shaders are degrading just look at the sun it looks so wrong when on older version it wouldn't happen, same with many more things like bloom that works or doesn't work
And who in tf world is heu, what he always tries to tell by putting 👎 on my every word?
I have no idea who that is
Bloom on emissives is weird wym because emissive strength was recently changed. Emissives at this current moment are way to weak. Brother this is a TECHNICAL PREVIEW. It's basically a tech demo. Just be patient
Sure, but what with atmospherics mie scatterring it's either too bright or not incorrect same with same, so in next preview it'd be fixed right?
The brightness around the sun is fog
Fog is mostly condensed at the sun position now
I also don't think anyone is trying to sit here and say deferred is perfect
It's got big issues. But a good chunk of issues, especially with the sky, seem fixed/improved with VV
i wonder if DTP experimental toggle will ever hit stable before official release
maybe
Perhaps it could in the summer on select devices and then fully release in fall??
my theory is like a few weeks away from full release
or most likely not at all
i’d love to be wrong though it’s harder to organize worlds or servers in preview vs stable
Like what he said, I think VV could be in the Summer Drop
VV is not going to be in Summer Drop.
More likely.
Fr
biggest fear is it being a deadline they're not ready for
but its still a lot of time so hoping
For so long the sky was bugged 😩😭
why?
Like, half the sky would be super dark, and the other half would be the correct color
How much fps should I get. In defferd with rtx 2060
Depends on the settings
But you should be able to get 70-90
On mostly high
Found some ancient deferred images
Wow I was so bad at deferred stuff back then
Holy
1.21.0.21
The last image is the best since the water looks nice, no reflections just water, sky looks nice and sun
Sky is overly saturated, horizon blends horribly, sky colors are bad. But that's just my opinion
Water is also a nuclear blue
post-apocalyptic
turquoise sky with red horizon and white sun is nice?
yeah your pack made huge glow up
looksmaxing for deferred pack
For real. Old plagued PBR versions are genuinely terrible
The PBR also wasn't that good either
The progress I've made in a year 💪
i should make comperation of old prizma with new prizma
but i'm too lazy to make configs work with new deferred versions
i could use old deferred tbh
My latest pack never really had a bad version. Plagued PBR tho... oh my 😭
would also be a comperation of 2023 deferred with 2025
It's kinda like when you rewrite a shader and it's just better than before regardless
my pack also ddin't really have bad bad versions
sky was very dark
but other than that they were "fine"
Yea
but i made switch from warm colors for everything pink
There's no denying tho that this stuff was awful 💀
Like modern day now
time to cook
Bruh
xd
definitely back up your worlds and stuff before installing that
I've lost some worlds before by using it
Yes, it is it looks way better than plain blue or white sky with simple rounded sun
Wym white sky? No pack uses a white sky, or a rounded sun
I actually went out of my way to make a very obvious square sun recently
The big issue with this color palette is that it always looks sunset/sunrise. This is during the plain daytime. I'm not saying everyone has to go full realism all the time and use perfectly accurate sky colors. But there's stylization and just not making any sense. The turquoise sky and orange horizon fails both stylization and making sense
I can redo that with my current skill set way better
But there's definitely a reason people tend to go for more realism in their colors over something like that 🤷♂️
I do intend to make a more cartoony and stylized pack but I'm kinda waiting for the whole feature set of deferred to be ready
Right now I'm pushing the realism goal as far as I can
let's find sneak deferred update
wtf?? 😭
L for not being those who know💀
I dont think I want to know..
Ofc you don't 💀
You can't know it, only sigmas who stepped on crotian landmine know
💀💀🍷💀🍷🍷💀🍷💀🍷💀
nothing graphical about that 

Found the YouTube shorts user 🪫
Is the end sky fixed for anyone else?
Something weird is happpening with the fog though. When I'm away from a light source, there's no fog at all
It's happening in the nether too
render distance changed
oh cool more options
its not a website, he just goes through the game files
granted it’s easy to have a custom render distance on any device but
not everyone knows that so +
yea, fog requires a light source to render and the end dont have any so thats why
its just visual studio code
thats the software that he has opened the files in
What are the features that we know are coming but aren't available yet? Pixel locked shadows and reflections and cloud shading? Anything else?
I wanna see if anything from that can be enabled via material editing
Shadows and reflections definitely can
pretty much yea, thats all that we know will be coming soon
if you were to not consider the kinda confirmed thing from the devs like refractions and stuff but yea
I think that should enable quantized reflections and shadows (windows only). I wasn't able to figure out a way to enable new clouds tho. Note that this feature might look different upon release, possibly because I might've messed something up when trying to enable it
If ya'll want to experiment further, you can unpack these materials with lazurite and try changing default value of a uniform called OVERWRITE_QuantizationParameters
ah
those shadows look better than i thought they would
Btw I'm not sure if my changes affect reflections from the water or if sky reflections are rendered any differently. But it was looking better when other blocks (e.g. iron block) were reflecting other objects via ssr
But shadows do look quite good here
Even the point light shadows are pixelated, looks cool ngl
pixelated reflection is cute
my eyes
Plagued pbr is peak
ive made a sample resource pack that should still work
#1313972297014710352 message


have they not been? I swear this is all i can get with them rn TwT
They are, but Vekas pack makes them more aligned with the pixel grid of the texture
Sorry for the confusion
oh that's cool actually
vanilla caustics take 2
0.5
had to go into the configs and enable local exposure but heres some sick shots i got
reason i had to enable local exposure was because the regular exposure was compensating SOOOO much for the bright lights that you were literally going blind
with local exposure its somewhat tolerable
wibble
so um
an issue has been found (not originally by me) but i did some testing
SSR range is farther with upscaling on than it is off
heres a scrub through video. first image is Upscaling disabled then it just scrubs through them
@still zenith sorry for the ping. This is a very random problem to happen though
not to mention the res differences

I didn't compile any shaders for this btw, I just edited uniform definition and bgfx data of shaders, but didn't compile or decompile any code
Shaderc download https://github.com/veka0/bgfx-mcbe/releases/tag/binaries
No, I just unpacked material with lazurite, edited some json files and packed it back
Idk, there are many candidate materials
is these already edited?
yes
Why won't you just change water mer 💀
Make it rough and that's it
What are you talking about? Mer is determining roughness and emissivness
If you make water super rough then it won't have any reflections
And mer is not working at close distance, mer is always working
Also you know you can turn off reflections in settings?
There is a slider for reflections there

weirdddd
guess i might go 75%
unless manually doing 99% in files works 
Could that be why there were short reflections in some of the vibrant visuals screenshots?
yes most likely
Sounds to me like the SSR's path tracing algorithm is resolution dependent

taking this time to also highlight the point light shadow quality bug we have
the shadows here are noticeably higher quality and not pixelated
vs here
aw man
i thought woo
how?
in latest preview
I think the previous way they had it had a bunch of issues
also very lag after 1.21.60.28
u can see the preview versions in the ss
well yes but the quality went down
!!!
it maybe an option
smooth point light shadow
and pixelate point light shadow
for vibrant visuals
they made improvements since then
but with new features it’s harder to run
what feature?
in general across the updates
G
There was an issue with filtering iirc, causing circles
Yeah
After that was fixed the issue where the point light shadows are like way too sharp and pointed came along
Yea this was mentioned in a changelog though so
They said that they won't be smooth while they figure out things
i hope it’s cooking
Reworking my lighting. Also majorly updating fog
I also finally figured out what was causing my sun to be a complete flashbang
Finally
the way the sun texture is illuminated is a little weird
i think that should get reduced for sure
I would say that your are too dark tbh
someone just let this guy play HAL shaders at this point
some HAL shaders come with caustics 😛
For me personally, it was probably OSBES shader
ok
Okay yt shorts user 💔🥀
Why are you acting like this? In a channel about Minecraft graphics no less
Me when I get out of context:
Fr
Lucky people still can have no taste

Hum guy, Andrew tate mentality and living in Dubaï will not make your life better

It's impressive how youngers are influencable
Fr
Is this satire?

I hope




GLSLPE
latest update made my clouds pink 😭
i didn't want them to be pink
at least not that much
That’s really pretty
Bedrock shader loader for android

it has been born
Hi
they've just joined today yes
please can anyone tell me if they also have issues with their clouds being very dark after latest preview update?
I made a new fog
old
new
I have a same issue too
yes
is latest update of the game only that broken for me or others too?
wtf lmao
you are telling me the sea grass arent supposed to turn into blast furnaces?
😱
nah, but wth is that lol
Yeah I've seen similar issues as well, but I thought it was related to crazy graphics add-on stuff that I was doing 🤔
thank god!! i was scared something is wrong with my game/pc
it's getting worse 😭
pixel shadow
DoF my beloved
can you give link to the video?
모장 스튜디오의 초대를 받아 마인크래프트 본사에 다녀왔습니다! 새로운 업데이트도 최초로 플레이 하고 엄청난 분 인터뷰까지.. 다 여러분 덕분입니다 감사합니다
▶구독하기❤& 좋아요👍버튼을 눌러주세요! 큰 힘이 됩니다 :D
----------------------------------------...
Oh they're invited by mojang
Yes, they also interviewed Agnes
Cool.
glow lichen grows underwater? never knew that
Wished they made nighttime sky blueish instead
Oh well we got plenty of pbr packs to fix that
An English translation would've been appreciated
bug game
will get fix soon
RT
1000000lx theater real
1.should the amethyst cluster be a little emissive?

2.and one more question...how to add pbr for sugar cane? I've made a sugar_cane.texture_set.json but it seems to be not working. (/resolved)
Use "reeds" instead of "sugar_cane"
ohhhh I've never heard of that name
thanks!!!!
no... but
it's cute and fun
pixel locked refraction!!!!
we need refraction
maybe not pixel locked
or pixel locked too
Hi people I just want to start makeing deffered shaders do you pro people have advice for me, what pack may I like that I could use as template?
Far from any pro but here is a link going some of the fundamentals mojang has released https://learn.microsoft.com/en-us/minecraft/creator/documents/deferredlighting/gettingstarteddeferredlighting?view=minecraft-bedrock-stable
good for basics but if any of the other big people here wanna add to it that'd be very nice
Will Vibrant Visuals use the same setup as shown in that guide?
Yes there is a set up sample pack that exists
#1313972297014710352 message
Yes it should
This doesn't do everything for you, most of the configs aren't very good, just enough to get you started
Thank you, QuirkyPlague
Have you changed it so the water is nuclear green or do they have to fix that themselves?
I have not fixed that
Lol I wonder how long it will take them to notice
How did they get it 💀
I'll eventually fix these issues when I decide to update the pack again
How do I round the moon at midnight?
Anyone else has this on latest preview with rtx?
To Do (Open)
Unresolved
Hmm I sure hope this is not indicative of a larger change in actor materials outside of rtx, because then our currently known shader source might be obsolete which is very bad for shader, add-on and marketplace devs
Change the moon_phases texture
I'll

Nope
No sss
Oh yeah, that makes sense
Thanks for the info
How it'll look with sss?
FYi - new Blockbench PBR material tutorial: https://learn.microsoft.com/en-us/minecraft/creator/documents/deferredlighting/useblockbenchtocreatemodelswithtextures?view=minecraft-bedrock-stable
👍
Thanks 
what is the both config?
There is shadow.json?
yep
It's config in game files or for pack creators?
for pack creators
How do you know about it?
.
!!!!
drag down the new doc and you will see starter github page
Oooh
looks like we can choose, maybe.

They could add to shadow config things like shadow brightness and shadows color
(◕‿◕✿)
Just saying
Cool idea
shadow color?
aajab I'm begging
lol
Yup

My pack already use pink shadows
w
A lot of packs change shadows color
And it would be much better if it was in shadow config
real
yes
{
"format_version": "1.21.80",
"minecraft:shadow_settings": { "shadow_style": "blocky_shadows", "texel_size": 16 }
}
possible
this config is too little
it should have more setting
Dam, they added this without even letting us know in the changelog but looks cool
The pixelated shadows actually work really well with the minecraft look
What shader this is?
Just deffered? I tried the default deffered it didn't look that way
The sky, lighting...etc is different from default.
As for the pixelated shadow, I used the material.bin file shared by veka last week.,
I see

VV ON
how i can lower light level of light source when use deferred?
is this outdated?
hm
i don't think so
it could be true bc minecraft on fire os got discontinued
so there's no renderdragon version that we know off
so opengl version shaders should work
It may just have the HAL renderer, we already know that they are still maintaining the old renderer in some way as it did pop up accidentally in 1.21.50.01 release build for Android
I doubt your words, I have friend who removed shadows completely and it did nothing on new versions, he said the water waves update ruined performance, not shadows
it won't make performance better
it is
you can turn off water shadows
and i don't think they ruin performance much unless it has a lot of octaves
The water itself reflective and gray nothing helps now, but before I had stable performance
GG
???
It seems out-of-date; Fire OS versions are using RenderDragon
Thanks Matt.
Whats the wiki page?
Might as well edit out this one

new reflections looks cute
pixelated shadows are a bit too harsh for me but it's cool
i wish they had some smoothing
new clouds are cute
Rtx ahh clouds
lightning in new preview is much better
clouds are no longer dark, they look better in reflections, autoexposure is MUCH better
and in general deferred feels better
emissive bug fixed?
No.
Seems to be fixed, ty for that!
What pack is this
vanilla PBR
What does "ahh" means?
Seriously? Such a brainrot🥀

Vibrant Visuals
My pack :D
i love how much we can customize it and how every pack is different
To be honest vibrant visuals looks more natural like minecraft and the colors and tonemap matches it
true
And that's why it's the vanilla graphics
VV fits vanilla, I prefer non-vanilla 
i think the vanilla base pbr needs work. alot of it is rather messy and doesnt give great results.
isn't exposure broken in this preview?
when I looked up sky it hurt my eyes...
also night is too bright for me
For me night is just right
its been broken for a bit tbh
nighttime is way brighter than i want it to be and its been this way for a few weeks
nothing i try has fixed it
While Prizma has the tonemap and custom textures, but still I would prefer vibrant v
for me it's much better
bloom looks stronger
it's finally not dark when i look at sun
id like default vv more if the pbr was a bit better
true, some textures are ugly, obsidian pbr is ugly asf
they uses generic tonemap
Just remove normal map
there arent any normals
😭
Then where download?
its built into the vanilla resource pack
normalmaps are not the problem 😭
Where can I see soirce code?
transparent textures are not rendered correctly still :c
Fix incoming 🙏
well theres no source code. but to find it you have to find the versions folder, then go to the data folder, then resourcepacks then experimental_graphics then boom you can see all the vanilla pbr
Love it
will it include shaodw fix for them and ssr working on them too?
No, shadows are a different story. 🤔
even if not yet it's great that one thing will be fixed
I'm just referring to the opacity
are there any specific reasons why transparents cant cast shadows? is it a performance thing, or something with the shadowmap.
Basically, anything alpha blended/transparent doesn't cast shadows without special treatment.
interesting
Does anyone knows how to make sun rotated by 25 degrees?
well will ssr be fixed to work on them?
It comes down to shadow map techniques. We special cased clouds in our model, but not much else so far.
just improved the daytime sky lighting
basic shadow mapping doesn't support transparent objects. A little more needs to be done for that
SSR would need transparent objects rendering to the depth buffer
snow
The things that once you know to look for, you find in all sorts of games, and then you can't unsee it. 😀
Yeah I'm aware of certain techniques for this.
rtx clouds without the bugs
Lmao yeah
i think overall this is a good update
I have my gripes with the vanilla resource pack but i guarantee for most itll be great
I already found one with them
inside of them, water is bugged
known, after going up a certain height it will go invisible
mb and sorry
it's the same altitude lol
inside of clouds should be definitly patched tho
what happens if you turn off clouds?
why
well
oof
It's "fix" it
Well it shouldn't happen too
Particles don't have emissive
Maybe the known issue
Which particles?
Every particles that should be emissive
Torch for example
Looks emissive to me
No, try on 1.21.30 and see difference
But it could also just be the fact that emission in general has been nerfed hard
I don't have any point lights on. It's just VV
you see it clearly here
Ooh cool they didn't forget to make the enderdragon eyes and mouth to glow
i see emissive is fixed
Also when you break emissive blocks like sea lantern, particles aren't emissive
I prefer something perfect than something good
yes
This is defferd
No, that's rtx

--> 

even with changing the options
okay
I’m gonna guess when vv releases, all marketplace packs will be required to update their packs to support vv since they’re not supported rn
Do you mean resource packs or add-ons? Because add-ons shouldn't interfere.
What about realistic biomes
But I mostly mean texture packs
Yeah... supporting advanced vfx with vv is gonna be a pain
i dont think theyd force anyone to support vv
they are probably working on some way to support VV stuff with other packs atm
Either way, you'd probably want your content to be as stable as possible with any graphics mode, and vv adds another compatibility surface that has to be covered
its a texture overlap issue as theres zfighting
It will definitely make deferred look a lot better tho

Btw, when working on vv compatible vfx it would be incredibly handy to have shader source code back for deferred/vv... Currently known source for actor shaders is an integral part of my workflow when designing material based effects and is used by many other creators as well, and now that vv is one step closer to being stable, I would hope that we will get the source back at some point, so that we can design and support more advanced vfx with vv enabled. A particular use case that I will be working on at some point is evaluating how/whether to support some of the effects from Realistic Biomes marketplace add-on with vv graphics. It would also greatly help with getting very precise and specific visuals from a graphics pack (e.g. knowing the order of color grading operations such that we can fit color grading curves to a specific reference response, or having a sky model code available such that we can implement it in a separate software and port an existing skylight rendering model to VV's keyframe format)
@still zenith just wanted to add this to my feedback about shader source code, as this developer resource is also quite relevant for creating content with VV. If there will be no source code when vv fully releases, at some point, we (the community and MP partners) will likely have to resort to reverse engineering shader code ourselves, which is not a particularly fun exercise.
is it possible to add Northern lights ?
you were the guy talking about andrew tate sigma grindset 😭
I love Andrew taint
taint 💀
Who is saying vv don't have coloured light
Without enabling the Render Dragon creator toggle, yeah it's not there
@silent zealot Would you be able to fix this one? As it implies that deferred allows to have third party shaders in resource packs 😔
Instead, I'd just remove that part completely or just mention that vibrant visuals is an official replacement for custom shaders. There are also technically shaders that work with RD but that is a whole other story and probably one of the reasons why there is a "this section needs expansion" banner
Does anyone knows how to use cross & dot functions in bgfx?
Yeah, its best to discuss it in the mc wiki discord.
Same as with pure glsl https://docs.gl/el3/cross https://docs.gl/el3/dot
can someone help me to get rid of this corner between blocks?
i really want just a pure white expanse under this build but the corner ruins the illusion
this block is used in other places for the same effect too
It looks like realistic biomes can work with vibrant visuals/ deferred now https://www.tiktok.com/t/ZT2EjY1ax/
62 likes, 2 comments. “Minecraft Bedrock REALISTIC: Vibrant Visuals x Realistic Biomes”
From the looks of it



