#Graphics General

1 messages Β· Page 24 of 1

long ruin
#

I had another one earlier too, this one was kinda mid

white willow
#

I'm not asking for heavy godrays when I say that either

long ruin
#

yeah it is kinda bland

white willow
#

In deserts they could've utilized the fog to simulate a desert haze effect

#

Instead we have this kinda meh color grading effect that looks like it wants to be the "Mexico filter" 😭

#

I think jungles should have thicker, less orange fog because of how wet they are

#

It's humid biome

#

The current rather soft orange fog feels out of place there

#

Make it a little thicker and whiter to make it look kinda like evaporation

#

The VL fog is such a powerful feature that goes underutilized by default VV. Like they don't have to just give godrays to make the fog work yk

#

They can make a much more powerful visual refresh than we got. I understand that default VV should stay vanilla but I think my suggestions don't stray far from that. Especially considering the fog rework Java got.

#

There's my weekly VV improvement rant. Please mojang, I hope you consider this πŸ™

long ruin
wise hinge
gaunt sparrow
#

πŸ™‚

tribal trail
#

Nether lightning and nether pbr

daring jewel
tribal trail
#

NO

#

ITS THE WORST BIOME

#

it's cool and all but when you play with fog off that biomelooks like shit

#

Literally

daring jewel
#

I haven't used default vv that much. Mostly seen picks or videos and it looked pretty good to me.

tribal trail
#

They shouldn't make configs that look so different depends on the quality of your game

#

because it's literally excluding large portion of the players

median mortar
daring jewel
median mortar
#

Ah thanks for that pointer. I've just gone and looked up Screen Space Reflections and the comparisons to the more computationally intensive full Ray Tracing.

#

Okay, I see the note above about Allow In-Game Graphics Mode Switching. I'll learn more from there, thanks. Bit confusing at first just starting to dip my toes into this.

proud pike
wise hinge
#

weather.

long ruin
white willow
white willow
#

It's taking some getting used to

white willow
# white willow Nice

All we need now mojang. Add a wetness effect to the ground and allow VL fog to still be illuminated (but make it white) and weather is perfect

wise hinge
#

yessss we need that

long ruin
#

pretty

quasi trench
#

looking good

#

however playing like that isnt with reasonable fps but i found these settings to be ok

#

i turned off the render dragon features for creators toggle but i just realized, its just the pointlight shadow quality tanking things rlly

#

maybe i can replicate the 30-40fps range performance with it on like that

#

good news: its a yeppers

#

pointlight quality can be left on ultra

#

ok scratch most of that, these settings are my best

iron moon
#

πŸ”₯ Official Vibrant Visual Shader for MCPE 1.21+ (2025)
✨ Experience the official MCPE 1.21.81 Vibrant Visual Shader β€” a stunning Render Dragon-compatible shader with vibrant lighting, soft shadows, realistic skies, and no lag! Works flawlessly on both low-end & high-end Android, iOS, and Windows 10 devices.

Perfect for survival, creative...

β–Ά Play video
#

How to download this shader for phone

#

Help

humble drift
#

buy straight hands

carmine hatch
#

Helo guys maybe i'm not alone - my work is broken since the last shader update

  • no glow
  • no ignore_lighting
  • holdable item with anim texture broken
    ... and much more

I'm lost, I download the last sample but no entity.material.json to check about any new spelling.

I don't know how to fix
do you have resources able to help??

tribal trail
iron moon
#

Like Skyrim

tribal trail
sonic canopy
carmine hatch
#

yes

#

my other question is (as creator) is it a problem to not build with VV enabled ? example if I build an addon for the market should it be 100% working with VV? because players want to use it and don't want a broken addon

white willow
#

I'd say it would probably be best to make sure it's compatible with VV as that's the new default for the majority of players

tribal trail
carmine hatch
#

So i'm back on my trouble XD
do you have any new resources about entity.material.json? it should be a nice start from for the all fix

sonic canopy
humble drift
white willow
#

VV still uses the vanilla pipeline in some ways so it's a little crazy a lot of stuff is broken

#

Ig it just changes too much

sonic canopy
#

Praying for shader support and properly supported material system πŸ™

long ruin
#

sigh

sonic canopy
#

vfx in bedrock are a mess and often rely on implicit behaviours of RD which can occasionally break or be unstable. But that is sadly the only way to make any remotely interesting effects.

blazing whale
dusky lagoon
#

πŸ”₯ Official Vibrant Visual Shader for MCPE 1.21+ (2025)
✨ Experience the official MCPE 1.21.81 Vibrant Visual Shader β€” a stunning Render Dragon-compatible shader with vibrant lighting, soft shadows, realistic skies, and no lag! Works flawlessly on both low-end & high-end Android, iOS, and Windows 10 devices.

Perfect for survival, creative...

β–Ά Play video
wise hinge
#

every mc related youtuber in my country says vv is a shadersadjoe

wintry sigil
#

Vibrant Visuals RTX ON!!

long ruin
wise hinge
#

REALISTIC VIBRANT VISUALS RTX OFFICIAL SHADER

wintry sigil
#

NVIDIA RTX RAYTRACING MCPE VIBRANT VISUALS

blazing whale
quick nymph
#

Also the title is clickbait because VV packs are not shaders and not RTX either. I hate youtubers that no nothing about the thing they are making videos on.

#

Also Geforce rtx is crazy

#

Would someone mind telling them that VV packs is not rtx/shaders.

sonic canopy
#

That's not even vibrant visuals. They recorded rtx gameplay and overlayed fake mobile UI on top

humble drift
#

πŸ™

slow patrol
#

"Press SPACE to exit the minecart"

#

πŸ™„

quick nymph
#

And the cross hair in the middle of the screen

long ruin
#

sigh

pale urchin
quick nymph
tribal trail
remote tree
#

They really need to fix this colour banding

wise hinge
#

yeah...

sonic canopy
proud pike
daring jewel
wise hinge
#

Shader supportπŸ’” πŸ’”

fluid holly
#

luminous dreams looks like a java shader sometimes

narrow timber
#

Anyone having the checkered purple textures when defining a texture set, despite the textures existing?

white willow
#

There could be an error

narrow timber
white willow
#

This looks correct. What does the error log say

narrow timber
#

Let me quickly check.

narrow timber
white willow
#

Hm

#

Yea I have no idea

narrow timber
#

Which is weird cause this is literally in the terrain_texture file: "plantalia_pumice": { "textures": "textures/blocks/pumice" }, "plantalia_pumice_mer": { "textures": "textures/blocks/pumice_mer" },

white willow
#

So replace your custom color with the actual block texture name

#

So change it to just be pumice

#

You can name your MER whatever as long as it directs to that texture in the textures folder

narrow timber
white willow
#

No problem

true otter
#

when will we see vibrant visuals texter packs in marketplace ?

daring jewel
long ruin
#

instead of vibrant visuals, I want gibrant gisuals

white willow
#

Current TAAU is near unplayable at times with how over blurred it is

wise hinge
tribal trail
long ruin
graceful iron
#

I want visual visuals

tribal trail
long ruin
#

self promo bao_icon_particles bao_icon_particles

cerulean heart
#

Why does retextured glowstone not glow in vibrant visuals

#

Red = vanilla glowstone retextured

blue = custom block with 15 light emission, no shading, no ambient, etc. just like vanilla glowstone

white willow
#

It lacks an emissive value

proud pike
#

Running PC Vibrant Visuals configs on M4 iPad Pro

#

32 chunks (increased limit) in VV with PC configs (Medium settings)

thick bluff
#

where did the atmospheres folder go in 1.21.93

thick bluff
#

reforged?

proud pike
fluid holly
dusky lagoon
#

Stars

toxic swallow
toxic swallow
#

They finished vibrant visuals right

long ruin
#

They are continuing to improve it over time

toxic swallow
#

phew

daring jewel
# toxic swallow They finished vibrant visuals right

It is a long term thing. They will work on it more and more and add new stuff. Also this is the default graphics mode so improving it and making it better is what they want to do and in its current state it really needs a lot of improvements.

white willow
#

ah yes a sun in the nether

proud pike
white willow
#

this has me asking some serious questions

#

this shouldnt be disabled

#

imo

#

unless it was the source of the bug when standing near lights

proud pike
white willow
#

update its not what caused the stuff to get bright when standing next to a light

#

this being at 0 baffles me tbh

#

left, 0 ambient. right 0.3 ambient

#

this should be reenabled imo

#

old vv versions used a 0.2

#

this should be added to resource packs and data driven

#

the nether needs it really bad

#

hell just enable it for only the nether i dont care atp

tribal trail
#

Night time looked so bad

#

God rays were less visible because of that

#

And shadowed areas were very foggy

#

We wanted Mojang to change that bruh

tribal trail
white willow
#

having to do some workaround with vanilla fog is a little... strange though

pale urchin
tribal trail
white willow
white willow
#

i dont want it back for the overworld

#

but if theres a way to detect when it should be used (caves/nether) then id like them to do that

pale urchin
white willow
pale urchin
#

So it's not actually fog

white willow
#

you use the atmospheric border fog and adjust the vanilla fog rendering distances

tribal trail
#

Yeah

pale urchin
#

I see.

tribal trail
#

When you make colors good mix it with good color grading and all that it looks really good

white willow
#

im experimentign with the "fixed" parameter

#

that way all RDs have the same experience

#

i still wish we could use VL fog without it just... being a scene darkener

pale urchin
#

I still thinking that it'z better if ambient light parameters had a noticeable effect on fog

white willow
#

it gives the nether a smoky visual

pale urchin
#

Without any actual light source in the nether though, the VL fog wouldn't do anything, no?

white willow
#

with ambient contribution it does

pale urchin
#

Point lights are experimental and block lights have no effect

pale urchin
pale urchin
tribal trail
#

Thank you

#

It give more depth and makes it look less fake

pale urchin
#

Yeah as if the lava lake was actually glowing

white willow
#

this issue is still funny to me (i know how to fix it but yea)

pale urchin
tribal trail
#

Maybe I'll change it

tribal trail
#

Never seen sun in nether

white willow
#

its an issue with the mie_start value. or at least thats what causes it for me

#

and using the border fog on "fixed" rather than render

white willow
#

idk i know how to fix it so its not a huge deal

#

no more sun

#

also found out that having the brighter sky makes the auto exposure freak out less

white willow
quasi trench
white willow
fluid holly
white willow
fluid holly
toxic swallow
toxic swallow
toxic swallow
#

Didn't look like it in the first screenshot

white willow
blazing whale
#

Strawberry Deferred V4.0

tribal trail
peak cape
#

How to download the addons?bao_foxxo_doubt

hexed rover
#

One message removed from a suspended account.

viscid moth
viscid moth
hexed rover
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

viscid moth
#

oh i thought you were talking about this

hexed rover
#

One message removed from a suspended account.

#

One message removed from a suspended account.

viscid moth
#

oh okay still to this day i haven't used mie_start
mie_start needs really keyframe concise planning to not notice the transition

viscid moth
hexed rover
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

viscid moth
#

oh okay

white willow
hearty seal
white willow
#

yea

hearty seal
# white willow yea

Are these in a new update of the pack? Or it’s just you testing them out

white willow
hearty seal
#

Okay thanks

graceful iron
tribal trail
tribal trail
cerulean heart
leaden stump
blazing whale
white willow
iron moon
white willow
#

redid sculk emissives (apparently per biome stuff doesnt work for caves atm though πŸ˜” )

daring jewel
#

Will love to see some cave specific effects though. Also water fix when inside it under caves or dark areas because its just black

pale urchin
white willow
#

yea thats fine

viscid moth
#

did they fix glow lichen 2d bug

ornate hollow
#

nope

viscid moth
#

damn

ornate hollow
#

GG

wise hinge
#

my cat πŸ’–

tribal trail
graceful iron
tribal trail
#

happy

graceful iron
#

Real

wise hinge
#

lol
state1 face is cryingcat

fading kindle
viscid moth
#

was the deferred crash in editor mode ever fixed

#

it keeps crashing for me

wise hinge
#

same

#

but at least for me, the editor crashes no matter what graphics mode is cat_explode

daring jewel
thick bluff
daring jewel
wise hinge
grand spade
#

is it possible to reduce the mer intensity?

silent zealot
grand spade
#

alr ty

broken estuary
#

any tips to not get vibrant visuals to not break when using addons?

dusky lagoon
proud pike
dusky lagoon
#

How I get it this sky in my shader

mossy verge
wise hinge
#

lol yea I've seen someone in newb community made that

dusky lagoon
#

Can you give me

wise hinge
#

i don't give you my cat

graceful iron
proud pike
iron moon
long ruin
#

finally glowing text fix

wise hinge
wise hinge
#

my family

remote tree
hexed rover
#

One message removed from a suspended account.

daring jewel
#

anyone having lag spikes and such when using vv in the latest preview/beta

ornate hollow
#

me nope

blazing whale
proud pike
sonic canopy
#

Did you modify bloom configs in renderer folder?

wise hinge
gaunt sparrow
#

in pbr

wise hinge
gaunt sparrow
#

wow cool

thick bluff
quasi trench
wise hinge
graceful iron
#

At least I’m pretty sure it’s Prizma?

ornate hollow
wise hinge
graceful iron
#

Oh whoops mb

wise hinge
#

pbr-ing these days
it's pretty fun

cerulean heart
#

Can you make a flipbook mer texture?

#

So I can make a block flash (max emissiveness to no emissiveness)

#

Idc about the actual light level emitted, not worried about that

white willow
analog totem
#

I wish I had a rtx card πŸ₯Ή

#

I wanna play betterRTX so bad

viscid moth
#

does VV/ PBR not support custom blocks??

#

was trying to add pbr support for some addons
it seems to not work

silent zealot
viscid moth
#

nope not working for me
at least blocks with custom models

iron moon
viscid moth
#

it should just work when i add the texture set and mer files

viscid moth
#

found the error format version

wise hinge
leaden stump
#

How to make minecraft blocks look flat shaded like this, but with the grass , water colors working ?

viscid moth
quasi trench
#

is there some weird thing going on with heightmaps

#

doesnt rlly show up in the nether at all for this netherrack

#

could it just be a strength thing

sonic canopy
#

Nether doesn't have directional sunlight or skybox ibl

#

But heightmaps should still show up for point lights like torches

quasi trench
#

its a version thing supposedly

#

or pointlight thing bao_ext_toldyouso

silent zealot
#

Ignoring the fps because my device just can't handle VV and recording...I find it quite interesting the rendering of the caustics.

long ruin
#

holy fps

quick nymph
iron moon
silent zealot
ornate hollow
#

water shadow is broken maybe

#

i have old screenshot to show about that

white willow
#

From what I can gather, it's not based off the shadow. It's based of if an area is "in water". It's basically checking if that surface is water and if it is, display caustics

#

I hope for at some point we get caustics to be able to be projected through water

quick nymph
white willow
#

πŸ€·β€β™‚οΈ

#

Most of VV feels built for and around mobile

wise hinge
iron moon
nimble merlin
#

.

iron moon
#

This isn't the right channel

quiet portal
quiet portal
iron moon
#

now with dof

wise hinge
#

cozy af

blazing whale
iron moon
blazing whale
dusty whale
#

If this map were paired with a shader, I wonder how amazing it would look.😨😨😨

leaden stump
#

Does anyone knows the instuction how to install rd shaders on ios, what tools to use, and how to?

quick nymph
silent zealot
#

I wish there was a generic cave biome. Having waves underground is so weird.

fading kindle
quick nymph
silent zealot
#

Going mentally insane why it keeps expecting keyframes when its optional.

Figured it out: Color is RGB not RGBA. Vague error message was not helpful.

quick nymph
silent zealot
quick nymph
#

How?

viscid moth
# quick nymph How?

Renderdragon is a engine / pipeline for rendering
Deferred was a name and it's also a rendering technique
Vibrant Visual is just A graphic pack how the Prizma Visuals is a pack
Vibrant Visual is A official pack by mojang built into the game

#

new bug found with cauldrons and point lights

cerulean heart
#

I have a regular block.png, block_mer.png, and block.texture_set.json in my resource pack and it does nothing in game

#

also in my manifest i have the capabilities pbr component

#

what am i missing?

#

the documentation isnt helping me find what im missing

viscid moth
cerulean heart
#

i just mean i have a regular texture (works) and then the mer texture (doesnt work)

viscid moth
#

what's the format version of that block.json in behavior pack

cerulean heart
#

oh

#

1.20.20

viscid moth
#

change it to 1.21.80

cerulean heart
viscid moth
viscid moth
#

should work by then

cerulean heart
#

but i think i am messing up the mer texture or something

viscid moth
#

why

cerulean heart
#

i want it to be emissive, so i set the green channel max to white

#

but it appears normal in hame

viscid moth
#

hmmm
can you look at the terrain_texture.json

#

see the glowstone slab

#

send it here?

cerulean heart
#

,
"glowstone_slab": {
"textures": "textures/blocks/glowstone_slab.png"
},

#

i have to define the mer filepath?

viscid moth
#

the game is going for .png instead of the texture_set.json

#

now it should work

cerulean heart
#

it worked!! omg

#

thank u so much for ur time

viscid moth
#

it's okay lol
i just learned how block format versions mess up pbr a few days ago
porting addons for pbr

cerulean heart
#

as u can see

#

(regular glowstone next to it)

#

havent changed that one yet

viscid moth
#

okay

#

btw turn on errro log in settings

#

in creator

#

you can see errors there

cerulean heart
#

oooh ok

cerulean heart
viscid moth
quick nymph
viscid moth
#

oh shit i didn't see yss tag mb

viscid moth
quick nymph
#

How does it utilise the Rd engine when it is a deferred pack?

cerulean heart
#

is there a way to make a nice mirror?

#

roughness 0 and metalness max is not correct?

tribal trail
cerulean heart
#

it reflects but only from weird angles

tribal trail
tribal trail
#

it reflects only what is visible on screen

cerulean heart
#

ohh

sonic canopy
silent zealot
wise hinge
tribal trail
#

i like it being pink

proud pike
#

πŸ”₯

wise hinge
#

Thx! I decided to make meadow fog pink(not too much)Happy_cat

white willow
#

I've just removed their point lights cuz it's annoying

white willow
#

Oh someone got to you already

#

Backread moment

cerulean heart
#

They removed colored lighting??

#

I remember like a few weeks ago the colored torches gave off their respective colored lights

#

now they don’t anymore ..

white willow
real berry
#

We're also working on colored lighting - reworking the system. We're still planning on enabling creators to customize this stuff in the future. Patience please. πŸ™‚

wise hinge
#

πŸ”₯ πŸ”₯

silent zealot
long ruin
white willow
quasi trench
#

yeah as soon as you turn on shadows the performance tanks

#

turning the quality setting to ultra is reasonable every time though

#

hardly much performance hit there

real berry
fluid holly
long ruin
wise hinge
ornate hollow
#

new point light json

#

hmmmmmm

#

point light for block option

#

G

wise hinge
blazing whale
wise hinge
#

real

wise hinge
tribal trail
viscid moth
pale urchin
viscid moth
pale urchin
#

They're not sunsetting it (yet)

viscid moth
#

ohhh my bad i thought they removed it completely

sonic canopy
#

It could also be interpreted as "the announcement of VV does not indicate that any of new VV features will be added to RTX" instead of "we will stop updating RTX". The exact wording is kinda vague, both interpretations fit

quasi trench
#

make betterRTX vanilla rtx

violet musk
#

Or add ray tracing capabilities to VV

silent zealot
leaden stump
#

Does anyone knows what instancing does in mcbe shaders and how it works?

  mat4 model;
  #ifdef INSTANCING
    model[0] = vec4(i_data1.x, i_data2.x, i_data3.x, 0.0);
    model[1] = vec4(i_data1.y, i_data2.y, i_data3.y, 0.0);
    model[2] = vec4(i_data1.z, i_data2.z, i_data3.z, 0.0);
    model[3] = vec4(i_data1.w, i_data2.w, i_data3.w, 1.0);
  #else
    model = u_model[0];
  #endif

violet musk
real berry
silent zealot
#

I do wonder how VV will move forward now. Will it be like Entities where they focus on Vanilla VV and expose it or more like blocks where its focused on creators first.

wise hinge
fluid holly
white willow
silent zealot
#

I would absolutely love refraction and for caustics to render outside of water.

white willow
#

Ray traced global illumination

white willow
#

We also need roughness based reflections in VV

#

Please

#

I beg

#

I've implemented this feature into my own project and it makes a difference

iron moon
graceful iron
wise hinge
graceful iron
wise hinge
#

cool

quasi trench
#

raytracing so purty

#

or well, pathtracing technically

iron moon
#

What purty means

long ruin
#

pretty

ornate hollow
#

the highest fps HD 520 can do

#

48.1 fps with point light shadow high

#

point light low

long ruin
ornate hollow
#

sometime 54

languid mirage
ornate hollow
tribal trail
sonic canopy
leaden stump
ornate hollow
#

refraction is not alone, volumetrics rays and noise

#

have water wave but no refraction

long ruin
ornate hollow
#

volumetrics rays

#

rays

#

not fog

#

rays for water

long ruin
#

aren't those already in the game?

ornate hollow
#

no

#

you see underwater

#

that was fog

#

this is rays

long ruin
tribal trail
ornate hollow
#

still fog

#

haiya

#

not rays

#

yes

#

go where that no shadow

long ruin
tribal trail
ornate hollow
#

compare

tribal trail
ornate hollow
#

fog underwater are very thick

long ruin
#

oh thats like the caustics creating the rays huh

tribal trail
#

kinda

long ruin
#

I see

ornate hollow
#

yes

long ruin
#

so you're talking about having the waves and stuff create rays underwater?

tribal trail
#

i want that but refraction is more important imo

ornate hollow
long ruin
#

that would be nice tbh

tribal trail
#

refraction more important

#

that and ssao

ornate hollow
#

very very

tribal trail
#

even subtle ssao

ornate hollow
#

may no ssao in future

tribal trail
#

we need ssao

ornate hollow
#

oh wait yes

#

SSAO is need

#

ed

#

GI for sun also

tribal trail
#

nah

ornate hollow
#

sun light in dark place

#

the indirect is from sky

#

no sun light indirect

long ruin
#

isnt that just the ambient light we already have

ornate hollow
#

that's another thing

languid mirage
# leaden stump What changes between those two imeges?

Look under the water.

On the right, with proper refraction - Straight lines seem Curved while looking at objects through water.

There is also another effect - which we already have very subtle.

Where the Position of blocks Shifts when you break the surface of water, going under or coming out from under. Ex. Blocks should seem closer to the water Surface when above, looking down into the water.

languid mirage
leaden stump
#

Does anyone knows what this new RenderChunk code does?

vec4(_770.x ? vec4(0.9900000095367431640625, 1.0, 100000.0, 100000.0).x : FogAndDistanceControl.x, _770.y ? vec4(0.9900000095367431640625, 1.0, 100000.0, 100000.0).y : FogAndDistanceControl.y, _770.z ? vec4(0.9900000095367431640625, 1.0, 100000.0, 100000.0).z : FogAndDistanceControl.z, _770.w ? vec4(0.9900000095367431640625, 1.0, 100000.0, 100000.0).w : FogAndDistanceControl.w);

faint frigate
#

It might have to do something with fog that is based on distance? 🀭

wise hinge
proud pike
#

ah yes, fog

leaden stump
graceful iron
#

Distance Control

ornate hollow
leaden stump
#

Guys does anyone knows purpose of shader passes?
Such as:
DEPTH_ONLY```` DEPTH_ONLY_OPAQUE OPAQUE Transparent```

Why we use ts?

white willow
#

For example, you'd split lighting up into two separate passes

#

For example I forward render translucent terrain and deferred render opaque terrain

#

Or for example you need an effect in the depth buffer. You'd render that effect to depth

#

Passes are incredibly important

wise hinge
languid mirage
# ornate hollow

Once they finish the new changes to coloured light - I hope it still looks great but just performs 10x better.

I absolutely love the feature.

viscid moth
#

ahmmm did they really block using point lights in stable with 3rd party packs?????

#

I thought it worked ://

ornate hollow
#

just no experiment toggle to enable point light

ornate hollow
#

what addon?

#

i really want furniture addon with PBR

iron moon
silent zealot
tribal trail
#

they ruin performance, leaks most of the time and flicker sometimes

quasi trench
#

i think they can turn on the color at least

#

the shadows is what’s the true performance killer

#

but ppl would expect shadows from a light source sooo

tribal trail
#

and also without shadows they leak

silent zealot
#

Does leak mean...light leaking or memory leak?

tribal trail
#

light leaking

#

leaking through blocks

#

also with volumetric fog fog from point lights leaks too

quasi trench
#

a few fps down with a large patch of them

#

and then on playstation it feels virtually the same

silent zealot
#

Have you tried on mobile which is the majority of the playerbase?

quasi trench
tribal trail
quasi trench
#

i’d have to go in and turn them into that right

carmine night
#

Quick question. I am able to apply pbr texture sets to regular ore blocks, but deepslate ore blocks are not registering . I am not getting any error messages when loading. This is my texture set json - {
"format_version": "1.16.100",
"minecraft:texture_set": {
"color": "deepslate_diamond_ore",
"metalness_emissive_roughness": "deepslate_diamond_ore_mer"
}
}

daring jewel
carmine night
daring jewel
daring jewel
#

Np

languid mirage
# tribal trail even without shadows they hurt performance

Performance loss from Point lights alone, No shadows - is negligible.

It used to be amazing with shadows aswell until they changed what kind of shadow cast math was being done depending on Point light shadow Setting.

Ex. Previously Player shadows only started at Ultra.
Now they show even at Low.

Before this change, using Low for shadows (only blocks have shadow) and Ultra for point lights basically had 0 issues.

I remember caving with Prizma in Lush caves and having stable 60 fps.

I had TONS of torches and don’t you have Glowberries acting as Point lights aswell??

#

On Native resolution on Xbox series X - point lights alone only change FPS by like 10-15 frames. And I’m talking about 20 or more torches..(Obviously that’s not amazing - but turn resolution to 66 and you’re almost never dropping below 60)

stark harness
languid mirage
#

But i usually play at 66 res. So I don’t get any drops in performance really at-all.

#

Not noticeable atleast

fluid holly
#

why does it look like that

languid mirage
quick nymph
languid mirage
wintry sigil
languid mirage
wise hinge
ornate hollow
languid mirage
ornate hollow
#

IBL

languid mirage
#

Makes sense considering the reflection isn’t affected by trees blocking clouds.

Kinda crappy

iron moon
ornate hollow
#

it's similar like cubemap

iron moon
#

Oh

white willow
#

The clouds are just static reflections in world space

#

Via image based lighting reflections

fluid holly
#

r they ever going to sort that it looks terrible

pale urchin
#

How?

proud pike
daring jewel
long ruin
white willow
long ruin
#

there's some amount of smudging

white willow
#

Yea it's a little scuffed but does look better to a degree

graceful iron
long ruin
graceful iron
long ruin
proud pike
#

looks quite nice

long ruin
#

yeah

graceful iron
# long ruin

Honestly, I wouldn’t be upset if they did this with more or all plant plant blocks like that

tribal trail
fluid holly
# long ruin

what is this? an addon or smth mojang r implementing

faint frigate
fluid holly
rocky halo
fluid holly
rocky halo
#

Mb

dusky lagoon
fading kindle
#

guys i have a really really cool but also really really stupid idea

#

i mean i haven't seen any shader showcase video is based on a map like that before

#

though it is very troublesome

#

and if i am correct theres no tools could cut the terrain/buildings to blocks (in blender or anything else) and packed it to a mcpack

fading kindle
fading kindle
#

ok i totally forgot block dont support mesh

drowsy lantern
leaden stump
wise hinge
#

dithering

viscid moth
dusky lagoon
#

@drowsy lantern realism be(defferd rendering)

daring jewel
# viscid moth

i have seen this before, and i deleted the enity.material file

#

if you are using a pack with that

wise hinge
wintry sigil
#

This is gonna letv me be able to dream of unicorns and rainbows thank you

wise hinge
#

lol

thick bluff
wise hinge
fluid holly
peak crypt
thorn bison
#

wait can u use the editor to make deferred shaders in real-time?

proud pike
thorn bison
proud pike
thorn bison
#

oh

#

thx

proud pike
#

also as deferred is called VV now, Vibrant Visuals packs

thorn bison
#

ah ok

fluid holly
daring jewel
wise hinge
thorn bison
wise hinge
viscid moth
blazing whale
#

Strawberry Deferred V4.0 (wip)

thorn bison
#

i made them with normal maps

viscid moth
#

they really pop

thorn bison
#

just did the pumpkins

long ruin
wise hinge
#

candles fix

long ruin
#

"rtx fixes" except its just for the ui lol

wise hinge
sonic canopy
#

Maybe candle fix also affected something in RTX

viscid moth
#

can someone drop the link

wise hinge
#

dropped link

long ruin
wise hinge
white willow
#

And I hope this means ultra VL won't just destroy perf now on

long ruin
white willow
#

Particle SSS is cool too

stark harness
#

The minecraft preview update made vibrant visuals laggier than before the update on ps5 pro

long ruin
#

Before - After

#

"Fixed an issue causing attachables such as Bows to appear desaturated in Vibrant Visuals"

faint frigate
long ruin
ornate hollow
#

πŸ—Ώ i use VV pack by default

graceful iron
ornate hollow
#

point light shadow better a little

strange eagle
graceful iron
quasi trench
#

hot normals

languid mirage
#

Honestly not a fan of normals

proud pike
#

To each their own

wise hinge
thorn bison
#

If you define a light in point_lights.json will that block's light interact with normals?

viscid moth
thorn bison
#

i see

#

so atm they don't work in normal mc?

viscid moth
viscid moth
#

can you guys let me know if pbr works on the new shelf blocks

#

i can't also get them to work

viscid moth
#

nvm it does work
changing the texture location will make it not work

wise hinge
viscid moth
sonic canopy
#

I've been experimenting with custom textures specified in material.bin, and I got this interesting warning πŸ‘€

#

Before you ask, no, material.bin can't be loaded from RPs currently. But placing material.bin in a resource pack in materials folder changes pack index of material.bin in that content log warning

thorn bison
#

Why does my custom panorama go gray when I turn on vibrant visuals?

leaden stump
sonic canopy
#

Yes

#

I was also pointing out the fact that this content log mentioned "material resource pack"

leaden stump
# sonic canopy Yes

I tried myself to load custom textures but it doesn't work or is this method works in way where texture is defined in .material file?

sonic canopy
#

Yes, texture can be defined in material.bin

leaden stump
sonic canopy
#

Just buffers folder

leaden stump
#

Very cool

sonic canopy
#

You just set texture path. In lazurite 0.4, it's set via unknown_string, in 0.5 I renamed it to texture_path

leaden stump
sonic canopy
#

Depends on what you mean by lightmaps

#

If u mean replace existing lightmap texture then yes you can

leaden stump
white willow
#

Despite the fact they aren't used, they still get loaded and can cause visual issues/extreme lag

strange eagle
viscid moth
#

why is my lava bucket glowing regardless of the pbr texture
i know it's water bucket texture i thougth it was the texture issue

#

do they have an emissive tag?

graceful iron
proud pike
wise hinge
#

pretty

proud pike
thorn bison
wise hinge
#

I sometimes experience that too

viscid moth
#

it's unfixable for me
i think the glowing things have smth like entity_emissive applied to their material

#

btw the water bucket that is emissive is actually lava bucket but texture switched

#

the hardpart is i've not experienced it before πŸ₯€

wise hinge
viscid moth
#

yup entity emissive is affecting the light source blocks that have them
i made my mer to 0,0,0 in texture set and it's still glowing

wise hinge
ornate hollow
viscid moth
#

howπŸ’€it was like that for me too at a point

ornate hollow
#

full of fixed texture issues

ornate hollow
#

this is taau in 1.21.110.20

#

33% res

viscid moth
#

ai generated minecraft be like

viscid moth
#

this is vibrant vanilla PBR for me
the version is 3 0 0

#

hmmmmmmm

ornate hollow
#

hmmmmm

tribal trail
#

same with emissive blocks, they glow a little even without pbt

viscid moth
viscid moth
#

was just changing my skin and
thought would be cool if skin packs could utilize pbr

thorn bison
#

How does BetterRTX edit minecraft's code? I'd love to try to make something like it

viscid moth
thorn bison
viscid moth
viscid moth
#

yeah i forgot how it work
have a look maybe it changed to be a bit easier

silent zealot
#

Now that i have a 50 series gpu...I can confirm that black lines appear underwater.

wise hinge
sonic canopy
sonic canopy
#

What's great about it is that it has all the essential information for making custom RTX shaders so you don't need to decompile anything, and it was fully made from scratch without nvidias proprietary code so it can actually be open source and freely used by anybody

viscid moth
#

veka the goat of rtx stuff
i hope the day i get a rtx gpu or capable gpu
i'll try your path tracing shader

ornate hollow
#

same

thorn bison
silent zealot
#

Oh...I can try out Vekas stuff now.

thorn bison
#

any way to remove the shiny effect on some normal maps?

viscid moth
#

congrats you've truly upgraded

thorn bison
viscid moth
#

try making it less bumpy in normal

thorn bison
viscid moth
#

oh okay

thorn bison
#

do u think this counts as a bug

viscid moth
#

i don't know
I've used normals that made my stuff shiny af so
it could be the normals

primal girder
long ruin
#

has any other platform gotten the frame pacing option lately? its been on android for a bit

long ruin
#

dang

thorn bison
#

3 ppl said stuff at the same time lmao

long ruin
viscid moth
#

lmao

long ruin
#

never been pinged so fast

thorn bison
#

i have notifs to every message on this thread lol

viscid moth
long ruin
#

I think so, similar to how people got the vysnc toggle via resource packs?

viscid moth
#
{
        "frame_pacing_toggle@settings_common.option_toggle": {
          "$option_label": "options.framePacing",
          "$option_binding_name": "#frame_pacing",
          "$option_enabled_binding_name": "#frame_pacing_enabled",
          "$option_tooltip_binding_type": "global",
          "$option_tooltip_area": "general_and_controls_sections",
          "$option_tooltip_text_binding_name": "#frame_pacing_option_tooltip_text",
          "$toggle_name": "frame_pacing",
          "layer": 1,
          "controls": [
            { "option_generic_core@settings_common.option_generic_core": {} }
          ],
          "bindings": [
            {
              "binding_name": "#frame_pacing_visible",
              "binding_name_override": "#visible"
            }
          ]
        }
      }
silent zealot
#

That entirely depends if frame pacing even works

viscid moth
#

you can see this inside general section

thorn bison
#

what even is frame pacing

silent zealot
#

You can toggle anything but does it work in public builds.

viscid moth
#

oh yeah πŸ’€ i don't think it would work

long ruin
thorn bison
#

basically vsync

long ruin
viscid moth
#

vsync but different name lmfao

long ruin
#

I still hate the spacing in settings

viscid moth
#

it's kinda different but not really

viscid moth
#

i changed it and can't be much happier

long ruin
#

may I get it blessed

pale urchin
#

Doesn't this come from the normals facing the light source?

silent zealot
#

Lol what?

pale urchin
#

Like the normal is so extreme that it faces the light source. Even when the block face itself doesn't

proud pike
thorn bison
#

oops

#

imma take it down then lol

#

i don't think i can πŸ’€

proud pike
proud pike
#

lol

#

Kinda like this

white willow
#

I'm not really sure if there's any good way to improve it either, ig you could adjust the strength of the normal based on the direction and angle of the sun

#

Wait

#

That's what ndotl is for

#

Nvm

pale urchin
#

Could it be resolved if they just compared the normal with the real geometric normal?

white willow
#

Perhaps?

#

Likely compare two NdotL values, one that's based on the face normal and another that's based on the texture normal and average them based on that

proud pike
#

Ah I see what the issue is here

primal girder
proud pike
primal girder
daring jewel
tribal trail
#

same

#

:(

wise hinge
#

waiting for 100yearsdawg_smurk

wise hinge
#

waiting for the fix πŸ’” πŸ’”

long ruin
#

yay, my name :D

#

tysm

viscid moth
#

look at the pack icon

long ruin
#

ITS MY PFP

viscid moth
#

lol

long ruin
#

ty again lol catto_blush

viscid moth
#

it's okay

#

does it work btw

#

i only tested it in preivew

long ruin
#

works on preview mobile

#

Ive been away from my pc, so I haven't been on regular mc for a bit

viscid moth
#

i don't think regular mc has that YET

long ruin
#

not yet, but it will soon I think

viscid moth
#

πŸ’”

dusty whale
quick nymph
thorn bison
wise hinge
#

umm yep

thorn bison
wise hinge
#

no idea, because I've started making normal maps recently lol

thorn bison
#

Oh lol

wise hinge
#

#1182091012177399809 message

thorn bison
#

aha

#

that's exactly what's happening to me

wise hinge
#

yea

wise hinge
#

voted

thorn bison
wise hinge
viscid moth
#

new shapes mc

wise hinge
#

Clouds Shadowcat_depressed cat_depressed

#

is it?

quick nymph
viscid moth
wise hinge
#

yea that's weird peepocry

viscid moth
thorn bison
wise hinge
quick nymph
white willow
#

#1398812581111660667 message Ive made a new post about VV and weather,

#

lmk your thoughts

fading kindle
#

two RTX questions:
whats the cheapest way to make clouds?
do anyone make any clouds now?

quick nymph
long ruin
#

i make clouds angelfingerguns

#

🌫️

fading kindle
quick nymph
#

Are you talking about fog? I don't understand "clouds(sea)"

fading kindle
fading kindle
quick nymph
#

I don't know if volumetric clouds can exist in RTX sorry.

fading kindle
quasi trench
graceful iron
wise hinge
#

nice

cobalt tundra
#

Does anyone know how addons change the end sky? The sky texture repeats, particles have a render distance and don’t move with the player, and fog is only one color

thorn bison
#

for the fog, you can define custom fog application in the biomes_client.json

primal girder
thorn bison
#

that looks insane

primal girder
#

For vvjoe_nice

thorn bison
#

very nice

cobalt tundra
#

Thats awesome what did you use to make it

thorn bison
#

oh god what have i done