#Graphics General
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I'm not asking for heavy godrays when I say that either
yeah it is kinda bland
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" π
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 π


π
Nether lightning and nether pbr
The one place they have properly used the fog is in the pale garden. See fog being used to fully set the mood of the biome will be a nice thing to see in default vv.
No
NO
ITS THE WORST BIOME
it's cool and all but when you play with fog off that biomelooks like shit
Literally
I haven't used default vv that much. Mostly seen picks or videos and it looked pretty good to me.
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
Can all devices that support VV do raytracing to make a mirror texture, as described here?
https://learn.microsoft.com/en-us/minecraft/creator/documents/vibrantvisuals/pbroverview?view=minecraft-bedrock-stable#make-a-mirror
so as for if all vv supported devices cant run raytracing, but for the mirror part you cant get the full effect from raytracing but the same method can be used to give the block reflections through ssr but again as its not raytracing in vv it will not be that perfect.
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.

weather.

Nice
It's taking some getting used to
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
pretty
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
Yes
π₯ Official Vibrant Visual Shader for MCPE 1.21+ (2025)
β¨ 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...
How to download this shader for phone
Help
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??
Are you testing it with VV enabled?
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
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
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
Unfortunately some things at the moment seem to be impossible to support, ironically VV ended up being a major downgrade for vfx in bedrock
First π€ Second π
I'd hope the end goal is to eventually fix those incompatibilities
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
Praying for shader support and properly supported material system π
sigh
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.
.https://youtu.be/4zYnGYE0j6I?si=XsN5bZQFzj-vHri3 this real or fake clickbait
π₯ Official Vibrant Visual Shader for MCPE 1.21+ (2025)
β¨ 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...
every mc related youtuber in my country says vv is a shader
Vibrant Visuals RTX ON!!

NVIDIA RTX RAYTRACING MCPE VIBRANT VISUALS
And instead some say vibrant visuals pack is a shader πΏ
I woulds say that is fake because that ui looks photoshopped
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.
That's not even vibrant visuals. They recorded rtx gameplay and overlayed fake mobile UI on top
High - low devices
π
sigh
that one isn't far fetched. mobile controls have a crosshair mode. The real telling signs are the lack of an inventory button in the hotbar and the buttons at the top
Also the joy stick doesn't always match up with the movements and sometimes isn't moving at all
They really need to fix this colour banding
yeah...

The last time I checked they dont use the highlights component in the colour grading. So if they use that and play around they can fix it.
Shader supportπ π
Anyone having the checkered purple textures when defining a texture set, despite the textures existing?
How are you defining the texture set?
There could be an error
Like this: { "format_version": "1.21.30", "minecraft:texture_set": { "color": "plantalia_pumice", "metalness_emissive_roughness_subsurface": "plantalia_pumice_mer" } }
This looks correct. What does the error log say
Let me quickly check.
It says this: 12:28:37[Texture][error]-TextureSet (textures/blocks/plantalia_pumice) | Specified image could not be found
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" },
So I haven't had to define mer textures and stuff in terrain file
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
Yeah, it worked now. Thanks!
No problem
when will we see vibrant visuals texter packs in marketplace ?
No one knows, the marketplace partners have to get them selves familiar with and so on and also mojang and Microsoft allowing vv packs to be in the marketplace aswell. So there is still time till we see vv packs there.
https://discord.com/channels/1138536747932864532/1385854591492558899 chat can we upvote this? This has to get changed so badly
Current TAAU is near unplayable at times with how over blurred it is

and i want depressed visuals

we have it right now, prizma exist
self promo

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
Running PC Vibrant Visuals configs on M4 iPad Pro
32 chunks (increased limit) in VV with PC configs (Medium settings)
where did the atmospheres folder go in 1.21.93
what pack is this
reforged?
Yes
What pack is that
Isn't it too late
They finished vibrant visuals right
No
They are continuing to improve it over time
phew
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.
ah yes a sun in the nether

this has me asking some serious questions
this shouldnt be disabled
imo
unless it was the source of the bug when standing near lights

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
Yes and it was bad
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
Nether is really not that bad bruh
having to do some workaround with vanilla fog is a little... strange though
I don't think so. Instead the ambient value for the biome should be used
You can still make good looking nether
not having this value in use (for the nether specifically, along with caves too) makes it so you literally cant use volumetric fog. theres no directional light here, and point lights are a preview feature. theres no reason not to use it here
im aware. im doing this tactic right now. i just wish VL can be used to add onto it as well
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
So how are you colouring the fog?
sky
So it's not actually fog
you use the atmospheric border fog and adjust the vanilla fog rendering distances
Yeah
I see.
When you make colors good mix it with good color grading and all that it looks really good
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
I still thinking that it'z better if ambient light parameters had a noticeable effect on fog
it gives the nether a smoky visual
Without any actual light source in the nether though, the VL fog wouldn't do anything, no?
with ambient contribution it does
Point lights are experimental and block lights have no effect
Yeah but it's a flat term. Not much different from using the atmosphere with distance fog
I'm just noticing this, but the subtle gradient is a nice touch
Yeah as if the lava lake was actually glowing
this issue is still funny to me (i know how to fix it but yea)
Although I think it's too red compared to the lava. Maybe if it was just a brighter orange?
Maybe I'll change it
How did you make it
Never seen sun in nether
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
Weird
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

i was today years old when i learned that VVs volumetric fog can be illuminated by the sky
luminous dreams
I hope they make shadows darker and less blue
Looks like complementary
Strawberry Deferred V4.0
How to download the addons?
One message removed from a suspended account.
do you mean like a camera galare?
you could do 1 for all the keyframes on mie_start to disable this effect
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yea thats what i did
oh i thought you were talking about this
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oh okay still to this day i haven't used mie_start
mie_start needs really keyframe concise planning to not notice the transition
stencils??
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oh okay
Vanilla reforged?
yea
Are these in a new update of the pack? Or itβs just you testing them out
this is in the update i released today
Okay thanks
How do I do that? Canβt find documentation for this
But more specifically
Isn't all of them are shaders?
redid sculk emissives (apparently per biome stuff doesnt work for caves atm though π )
That explains why the fog wasn't working for the sculpture biome.
Will love to see some cave specific effects though. Also water fix when inside it under caves or dark areas because its just black
Per biome fog still works though right?
yea thats fine
did they fix glow lichen 2d bug
nope
damn
GG
this is a chihuahua
I think the cat is sad
Real
lol
state1 face is 
Haven't used the editor in this update. Will try but it was working fine in the last update [ but with its obvious bugs like stuff not working or it just freezing]
oh okay thanks
what pack is this
His own pack, its not released to the public yet

is it possible to reduce the mer intensity?
Set your green channel from 1-15
alr ty
any tips to not get vibrant visuals to not break when using addons?
https://youtu.be/VwkSxKYREjY?si=7SD5kc6UWm0kAUJI
How this is possible
Iteration shader end sky minecraft pe 1.21 bedrock
Lol
#minecraft #shaders #iteration #end #minecraftbuilding #bedrock #lol #minecraftpe #minecraftsurvival
It's not actually iteration 3.0 on bedrock, only the sky and some subtle lighting is made into a bedrock shader
How I get it this sky in my shader
Pretty sure it's a newb-x shader edit
lol yea I've seen someone in newb community made that
Can you give me
i don't give you my cat
Give you what?
They want the shader that is showcased in the video they sent :p
Keseso

my family
In the latest preview version (1.21.100.23) PBR texture loading has been fixed!
The process of turning Ray Tracing on is still unfixed though. You still can't turn it on through the main menu:
https://bugs.mojang.com/browse/MCPE/issues/MCPE-191513
To Do (Reopened)
Unresolved
One message removed from a suspended account.
anyone having lag spikes and such when using vv in the latest preview/beta
me nope
oh man 

Did you modify bloom configs in renderer folder?
no
cute
wow cool
when r u releasing this
poor iron golem in the distance
Thatβs just Prizma lol
At least Iβm pretty sure itβs Prizma?
his pack
mine 
pbr-ing these days
it's pretty fun
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
Yea
does VV/ PBR not support custom blocks??
was trying to add pbr support for some addons
it seems to not work
It does. Not point lights.
hmm okay
it just does't seems to work for me
i'll try to trouble shoot more
nope not working for me
at least blocks with custom models
It works fine for me
really?
it should just work when i add the texture set and mer files
found the error format version

How to make minecraft blocks look flat shaded like this, but with the grass , water colors working ?
for pbr to work it
the block.json files from behavior pack has to be like 1.21.80
idk how that happened thougth it was only for textures
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
Nether doesn't have directional sunlight or skybox ibl
But heightmaps should still show up for point lights like torches
Ignoring the fps because my device just can't handle VV and recording...I find it quite interesting the rendering of the caustics.
holy fps
It is rather weird, and could do with improvements, I reckon
Though it was my phone lagging lmao
@still zenith Im curious, is this WAI? And if so, is there any reason why the caustics shouldnt render outside of water?
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
That is a stupid system, it could be used on mobile for performance but for PC there should be an option to use more advances techniques

.
This isn't the right channel
now with dof
cozy af
What texture?
Addon
Ok
If this map were paired with a shader, I wonder how amazing it would look.π¨π¨π¨
Does anyone knows the instuction how to install rd shaders on ios, what tools to use, and how to?
Get a sideloader or use a modified ipa
I wish there was a generic cave biome. Having waves underground is so weird.
netease edition?
Yea, it would be nice if you could assign a different config for underground water.
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.
Your website says that your pack utilises the Rd pipeline but I think you mean deferred because it is a VV pack
But it does utilise the RD pipeline.
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
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
by regular block
is it a modded block or?
its a custom block
i just mean i have a regular texture (works) and then the mer texture (doesnt work)
what's the format version of that block.json in behavior pack
change it to 1.21.80
yeah bc format version change means that there's some things that changed
"group": "itemGroup.name.slab"
change this line to
"group": "minecraft:itemGroup.name.slab"
should work by then
ok yes thank you that did fix it back to normal!
but i think i am messing up the mer texture or something
why
i want it to be emissive, so i set the green channel max to white
but it appears normal in hame
hmmm
can you look at the terrain_texture.json
see the glowstone slab
send it here?
,
"glowstone_slab": {
"textures": "textures/blocks/glowstone_slab.png"
},
i have to define the mer filepath?
nope remove the .png so
it would be just
,
"glowstone_slab": {
"textures": "textures/blocks/glowstone_slab"
},
the game is going for .png instead of the texture_set.json
now it should work
it's okay lol
i just learned how block format versions mess up pbr a few days ago
porting addons for pbr
oooh ok
now i will edit it so it looks nice and not blinding
try around 156 for the green pixels
Deferred is a rendering pipeline. Render dragon is an engine. VV is a name for mojangs implementation of the deferred pipeline and a pack that is built into the game. I am aware of all of that already. You didn't answer my question.
oh shit i didn't see yss tag mb
ig it doesn't utilizes the RD directly
technically it does but using deferred
How does it utilise the Rd engine when it is a deferred pack?
is there a way to make a nice mirror?
roughness 0 and metalness max is not correct?
because whole game is utilising Rd
no
that's how ssr works
it reflects only what is visible on screen
ohh
Everything in bedrock utilizes RD pipeline for rendering, as that is the only pipeline available.
Yes...but I am specifically just copy pasting the experiments description lol.
π₯
Thx! I decided to make meadow fog pink(not too much)
This also happens to amethyst crystals and glow lichen
I've just removed their point lights cuz it's annoying
Introducing SSR and the fresnel effect
Oh someone got to you already
Backread moment
They removed colored lighting??
I remember like a few weeks ago the colored torches gave off their respective colored lights
now they donβt anymore ..
it was never in VV in a release build. its limited to preview rn and needs an experimental toggle activated
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. π
π₯ π₯
That is the sound of a potential new JSON format.

thats... actually huge. good thing too as the point light system we currently have just doesnt feel super sustainable in the long run, especially for performance (it can work tho for sure)
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
You know us, we'll never turn down an opportunity to introduce a new JSON format - or three.
is there any planned future features that are going to be added to vibrant visuals at least for creators or is it just going to be perfecting whats already there
When rtx fix
never EVER


mojang devs on a crazy run rn
real
pretty fog
:0
who cares about it, colored light better
it got canned i think
it's not a thing anymore i think

What?
If you don't mind me asking, will it be per block coloured lights, or just a single colour changed throughout the dimension?
I mean wasn't there an article saying they will not be supporting rtx anymore
they mean that they won't be doing anything else with RTX, but will keep it for the forseeable future
They're not sunsetting it (yet)
ohhh my bad i thought they removed it completely
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
Or add ray tracing capabilities to VV
Which capability from RTX do you want in VV?
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
Refractions
We'll talk more about this when we have something for you all to play with.
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.
wow do u have more screenshots of ur pack
Refraction, metal caustics, RTGI (all of it)
Real Time global illumination?
I would absolutely love refraction and for caustics to render outside of water.
Ray traced global illumination
This too. Reflected caustics would be cool
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
Actually a lot of people still care about it

cool
What purty means
pretty
the highest fps HD 520 can do
48.1 fps with point light shadow high
point light low

Image distortion through water (refraction)
The only thing I want (aside from proper coloured/point lights) π« it was shown 7 years agoβ¦
refraction is already confirmed
this is why we need refraction π
While it was confirmed during a qna, plans might've changed since then. We got every single feature from the qna, except refraction
What changes between those two imeges?
refraction is not alone, volumetrics rays and noise
have water wave but no refraction
volumetrics are already in the game
aren't those already in the game?
yes
go in a place where water is not in a shadow
then you won't see individual rays
compare
fog underwater are very thick
oh thats like the caustics creating the rays huh
kinda
I see
yes
so you're talking about having the waves and stuff create rays underwater?
i want that but refraction is more important imo
caustics is shadow from water wave if simple explain
yeah
gotcha
that would be nice tbh
very very
even subtle ssao
may no ssao in future
we need ssao
nah
isnt that just the ambient light we already have
that's another thing
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.
Water waves need a lot of work.
Currently when nearing the water surface, form below - you can see the Layers of water making the Wave effect.
It also ruins the Snells Window effect.
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);
It might have to do something with fog that is based on distance? π€

Fog.
ah yes, fog
Yes but what exactly?
Guys does anyone knows purpose of shader passes?
Such as:
DEPTH_ONLY```` DEPTH_ONLY_OPAQUE OPAQUE Transparent```
Why we use ts?
Sometimes you want an effect to only run on specific geometry types, so you split it into different passes
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

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.
ahmmm did they really block using point lights in stable with 3rd party packs?????
I thought it worked ://
the feature is in game
just no experiment toggle to enable point light
My own
It was never stable so. Deferred rendering was and still is an experimental preview only.
ofc they did
they ruin performance, leaks most of the time and flicker sometimes
i think they can turn on the color at least
the shadows is whatβs the true performance killer
but ppl would expect shadows from a light source sooo
even without shadows they hurt performance
and also without shadows they leak
Does leak mean...light leaking or memory leak?
light leaking
leaking through blocks
also with volumetric fog fog from point lights leaks too
yeah the leaking i can see but idk the performance cost seems to be fine
a few fps down with a large patch of them
and then on playstation it feels virtually the same
Have you tried on mobile which is the majority of the playerbase?
#1182091012177399809 message
then try lava point lights without shadows
iβd have to go in and turn them into that right
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"
}
}
Did you put it in the deepslate folder.
the deepslate files(PNG,JSON,MER) are in my blocks folder. RP/textures/blocks. I have ores and deeplaste ores in one block folder in my textures folder
Thats the issue. All Deepslate block are under a other folder inside the blocks folder
awesome ty
Np
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 donβt 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 Iβm talking about 20 or more torches..(Obviously thatβs not amazing - but turn resolution to 66 and youβre almost never dropping below 60)
Is that at 4k
What render distance do you use
Native res.
Max render. Everything set to Ultra except Point light shadows.
I can usually get 15-20 torches on screen and only lose max 15 fps.
But i usually play at 66 res. So I donβt get any drops in performance really at-all.
Not noticeable atleast
why does it look like that
Goddamn CRISPY SSR.
Thatβs insane
That is not crispy, look at the edges they are covered with noise
Game resolution.
Look at everything elseβ¦. The sand blocks especially.
But either way - Iβm talking about the crispness of the SSR.
VV Normally doesnβt have such clear reflections
You're talking about SSR being basically non-existent?
What are you smoking? The clouds are SSR.
From that low on the water surface you wonβt really see reflections from treesβ¦
Clouds are not ssr

You smoking
Clouds are not ssr
Then what are they lol?
IBL
Makes sense considering the reflection isnβt affected by trees blocking clouds.
Kinda crappy
What is IBL
Oh
The clouds are just static reflections in world space
Via image based lighting reflections
r they ever going to sort that it looks terrible
How?
no idea why it looks like that for you, but most of the time it looks cleaner than regular SSR
It's because of the pixilated shadows and how we put the texel size to 1024 and depending on if the player is closer or further away from the water the quality kinda changes.
there's some amount of smudging
Yea it's a little scuffed but does look better to a degree
ill see it

looks quite nice
yeah
Honestly, I wouldnβt be upset if they did this with more or all plant plant blocks like that
Mojang added dithering to nearby sugarcane in the latest preview: https://feedback.minecraft.net/hc/en-us/articles/38103347836557-Minecraft-Beta-Preview-1-21-100-24
What specie of bear is it ?
its a lion lmao
guys i have a really really cool but also really really stupid idea
not sure if u guys still remember a map called Ultra Realistic Map
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

ok i totally forgot block dont support mesh
what is resource pack name?
dithering
@drowsy lantern realism be(defferd rendering)
i have seen this before, and i deleted the enity.material file
if you are using a pack with that
sss
Im gonna be able to sleep well tonight
This is gonna letv me be able to dream of unicorns and rainbows thank you
what pack is this
crops sss
luminous dreams alpha v3
Yes
This is by far the best sss application I've seen in a deferred pack
wait can u use the editor to make deferred shaders in real-time?
not shaders, but yes.
wait what would i call deffered/rtx stuff then if they're not shaders?
Deferred and RTX packs
also as deferred is called VV now, Vibrant Visuals packs
ah ok
is this ur pack if it is when is it out?
Yes that's his pack. Currently no release date because its still being worked on but hopefully soon

wip

really like the textures
Strawberry Deferred V4.0 (wip)
they really pop
just did the pumpkins
candles fix
"rtx fixes" except its just for the ui lol

Maybe candle fix also affected something in RTX
can someone drop the link


Pretty big bug fix patch
And I hope this means ultra VL won't just destroy perf now on

Particle SSS is cool too
The minecraft preview update made vibrant visuals laggier than before the update on ps5 pro
Before - After

"Fixed an issue causing attachables such as Bows to appear desaturated in Vibrant Visuals"
πΏ i use VV pack by default
hot normals
Honestly not a fan of normals

If you define a light in point_lights.json will that block's light interact with normals?
yes and only in previews and point lights only work with vanilla blocks that has light
point lights don't work in normal mc as of right now
only previews it works
can you guys let me know if pbr works on the new shelf blocks
i can't also get them to work
nvm it does work
changing the texture location will make it not work

which is weird btw
bc doing the terrain texture.json relocation should work
I've been experimenting with custom textures specified in material.bin, and I got this interesting warning π
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
Why does my custom panorama go gray when I turn on vibrant visuals?
What this means ? That we could load custom textures?
Yes
I was also pointing out the fact that this content log mentioned "material resource pack"
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?
Yes, texture can be defined in material.bin
But how that possible? Was there anything else if not using buffers folder
Just buffers folder
You just set texture path. In lazurite 0.4, it's set via unknown_string, in 0.5 I renamed it to texture_path
Thanks, so i could make own lightmaps now?
Depends on what you mean by lightmaps
If u mean replace existing lightmap texture then yes you can
Wow cool!
Also in normal mc I'd recommend not defining any point lights
Despite the fact they aren't used, they still get loaded and can cause visual issues/extreme lag
I see
Thx
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?
That looks so good
pretty

a true cinnamon bun
they actually do
I sometimes experience that too
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 π₯

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

howπit was like that for me too at a point
i use vibrant vanilla PBR πΏ
full of fixed texture issues
ai generated minecraft be like
this is vibrant visuals vanilla and
this is vibrant vanilla PBR for me
the version is 3 0 0
hmmmmmmm
hmmmmm
because items that are emissive in vanilla are emissive in vv too
same with emissive blocks, they glow a little even without pbt
yeah same for blocks too
i was just confused for this
was just changing my skin and
thought would be cool if skin packs could utilize pbr
How does BetterRTX edit minecraft's code? I'd love to try to make something like it
i think you should look at their github
How do they decompile the code?
they do have their fancy decompiler
i tried once but wasn't able understand dxbc i think
I see
I'll have a look
yeah i forgot how it work
have a look maybe it changed to be a bit easier
Now that i have a 50 series gpu...I can confirm that black lines appear underwater.

There is an open source template for RTX shaders if u want to have a look at that https://github.com/veka0/mcrtx-shader-template
ooo
thx
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
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
same
bro legit taught me to make rtx/deferred packs
Oh...I can try out Vekas stuff now.
any way to remove the shiny effect on some normal maps?
congrats you've truly upgraded
fr
ehm what about the mer file
does that not work
try making it less bumpy in normal
not using a mer file, defining the values in the texture_set
oh okay
kind of worked
do u think this counts as a bug
i don't know
I've used normals that made my stuff shiny af so
it could be the normals
thx anyways
has any other platform gotten the frame pacing option lately? its been on android for a bit
Not on pc
yes on my phone
Only android so far.
dang
3 ppl said stuff at the same time lmao

lmao
i have notifs to every message on this thread lol
you could just make it visible tweaking the json ui fiels right?
I think so, similar to how people got the vysnc toggle via resource packs?
{
"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"
}
]
}
}
That entirely depends if frame pacing even works
you can see this inside general section
what even is frame pacing
You can toggle anything but does it work in public builds.
oh yeah π i don't think it would work

vsync but different name lmfao
I still hate the spacing in settings
it's kinda different but not really
just change it via a rp also
i changed it and can't be much happier
may I get it 
To Do (Open)
Unresolved
Doesn't this come from the normals facing the light source?
Lol what?
Like the normal is so extreme that it faces the light source. Even when the block face itself doesn't

Thatβs just specular highlights
lol
Kinda like this
truly
Yea VV has a small issue with this, especially at noon
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
Could it be resolved if they just compared the normal with the real geometric normal?
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
Ah I see what the issue is here


Still waiting for that fix 
waiting for 100years
waiting for the fix π π
look at the pack icon
lol
ty again lol 
works on preview mobile
Ive been away from my pc, so I haven't been on regular mc for a bit
i don't think regular mc has that YET
not yet, but it will soon I think
π
Why is it that when running Minecraft: Java Edition and Bedrock Edition on a mobile deviceβboth with shaders enabled, at ~75%resolution, and a 12-chunk render distance-the Java Edition performs just as well as Bedrock Edition, even though its visual quality is noticeably superior?π€π€π€
That is because you are using sodium. Plain old java without any performance enhancing mods will run much worse that bedrock
wait so it IS a bug?
umm yep
wait so then this is valid then
no idea, because I've started making normal maps recently lol
Oh lol
#1182091012177399809 message
yea
voted
nice

new shapes mc
wth is going on in that image?
yes
cloud shadows but they have weird shap bc sun is angled
yea that's weird 
I don't think it's weird
weird for mc bc it's not block shaped lol
ok so in preview it's almost fixed

I guess it makes sense, it just doesn't look good
#1398812581111660667 message Ive made a new post about VV and weather,
lmk your thoughts
Very well said π
two RTX questions:
whats the cheapest way to make clouds?
do anyone make any clouds now?
Wdym by "do anyone make any clouds"?
any kind of clouds(sea) that looks good with RTX
Are you talking about fog? I don't understand "clouds(sea)"
im not a native english speaker sry, not good at expressing
i mean like the scene just like the picture
here
I don't know if volumetric clouds can exist in RTX sorry.

go on, demonstrate
nice
Does anyone know how addons change the end sky? The sky texture repeats, particles have a render distance and donβt move with the player, and fog is only one color
i'd presume that for the sky you'd use a skybox tho i'm not sure how
for the fog, you can define custom fog application in the biomes_client.json
For vv
very nice
Thats awesome what did you use to make it
oh god what have i done







