#Graphics General
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istg whenever i use client biomes this always happens 😭
Custom EndSky material bin
LOOKS COOL AF
lol
reminds me of this horror mod where there's a BIG AHH spider that lives below the void
omg yes
looks simmilar
ngl you could go for a horror pack/ ig map making
i think it's bc texture is too detailed so
the game ignores it until you get really close
it's not actually a texture
nope it's kinda expected
when the pattern get too dense
you some times get like gross slime pattern or
something like yours
ehm however your's seems to gone wrong bc
the other part is still like mc water texture
💀 editor doesn't crash anymore with VV but
never mind it's working now
oh nice
looks like ur having water issues too?
yuh
the wave's aren't loading
idk why the waves don't load in the editor
it does also happen in normal mc
when you enabled in-game graphics switching
you switch between fancy and vv the water waves doesn't load
unless you reoad the world
also O_O
new settings when did they add this
idk
they were there when i started using the editor
now the world is black 💀
oh
(like 5 days agol lol)
I'm gonna go bye bye
cya too
prettyyyy
Hey look, an ambient occlusion map
So real
-# debug mode
Looks the same as in vanilla BRTX, I didn't add anything special yet



what does mie scattering do?
Easy answer, basically there's a colored "bloom" around the sun, mie scattering changes that
(Not vv) but an example
tysm
so would higher mie scattering make a bigger "bloom"?
Yea. Sun glare shape also affects it
Smaller glare shape, larger scattering
Still haven't fully figured out how they loop together though

?

man I want so hard to try out making shaders but the problem is that my phone doesn't support them at all 💀
the next best thing you can rlly do in that case is create your own vibrant visuals resource pack
Does anyone know how to find the color grading files for minecraft
"minecraft:atmosphere_identifier": { "atmosphere_identifier": "minecraft:pale_garden_atmospherics" }, "minecraft:color_grading_identifier": { "color_grading_identifier": "minecraft:coolish_color_grading" }, "minecraft:lighting_identifier": { "lighting_identifier": "minecraft:pale_garden_lighting" }, "minecraft:water_identifier": { "water_identifier": "minecraft:default_water
They clearly exist but the bedrock samples don't seem to have the files
It's in the windows app folder.
The Window Apps Folder has additional files, not available in the VRP/VBP downloads.
Location: ProgramFiles/WindowsApps/someminecraftfolderuwp
How to get Access: https://www.maketecheasier.com/access-windowsapps-folder-windows-10/
damn
Its weird because in Minecraft Editor it looks fine but in game it looks like that
woah strawberry deffered looks more cool here than in comparision what i saw before ... 🤔
but yet i still lovee lumininious dreams for its peakness ❤️
something im experimenting with for betterRTX
this could be worth looking into for VV if it wasnt considered too
What exactly is it?
so it changes the way fog is distributed and whatnot. VV already has a method in place. henyey-greenstein.
here im messing with one called Cornette-shanks which is quite similar to Henyey-Greenstein but a bit more accurate
It looks much better than the one in VV but that could be due to it being RTX though
well RTX fog is different from VV regardless
RTX uses something called Froxel Fog Volumes
its essentially path traced fog
VV does your typical raymarched volumetrics based on the shadowmap
rtx currently uses henyey greenstein like VV. I was just experimenting with cornette cuz i use it in my shader
how to make fog like old fog before improved?
Set henyey greenstein g value to anything that's around 0.3 and lower
0.0 is exactly the same as old fog
But I like 0.25 for old fog look
Since it retains some of the increased power by the sun
what does henyey greenstien do?
yes i want to know too
Henyey greenstein is a lighting phase function, originally created to simulate MIE phases. But basically it's like an asymmetry function. The lower the value, the more asymmetrical the fog is. Basically it's very uniform. Higher values are less uniform and retain more power closer to the sun
0.25 vs 0.7
Np
So does VV

Wait whaaaa? I thought it did typical raymarching
hmmmm i think there's more VV changed
and i've found out
chunk loaded faster on my laptop
which vibrant visuals resource pack are you using
vibrant vanilla PBR
6.5 FPS 😭 😭 😭
Point lights 🥰🥰
turn off pointlight shadows if you want to preserve perf
quick question, how to open the minecraft deferred rendering shader editor?
?
what do you mean?
open up the editor, then on the top bar, go to world > vibrant visuals settings
this thing, i pretty sure i read this in idk which version's changelog
minecraft:?Editor=true this editor?
u can launch the editor in the mc launcher
yep that's for stable version. For preview version,
create shortcut > type minecraft-preview?Editor=true, next > name something, finish > you will see a new shortcut with the same icon as the normal preview app
oh i found it
tysm >v<
np :)
wait, really?!
Smh.
Banned.
Tbf tbough VV Editor is still a bad UX.
Something I still need to rant about in #1339727065846648906
I DON"T USE IT OFTEN
io it's not bad
DON'T BAN US PLEASE
i just prefer do everything myself
Keyframes sucks.
The only good thing Editor used to do was water now even thats broken.
I notice that in the end dimension, fog makes the terrain black in the distance. Is it possible to change this color?
huge achievement
I have finally experienced it
INFAMOUS PINK BUG
I do not like the new keyframe editor. Idk how it works and it doesn't look very good. It's also bad for precision
It's not intuitive
congratulations
i have yet to experience this natural wonder
I've experienced Blue bug, now pink bug
blue bug?
yeah it was in early stages of deferred
where every texture ingame would turn blue
i see
sounds hilarious
there was also the green bug on android not too long ago
i dont think ive gotten the pink glitch in years
i remember i used to get it all the time
I get it every once in a while
It's usually when my GPU driver crashes for whatever reason
btw is there a bug that makes blocks have SSS
even tho i didn't add _subsurface in the texture set
nvm there's no bug
i just forgot about subpacks

Unreleased
sus
Preset?
Infectious
you should
hable is best
trying in another project
sss looks better
hable makes the game look game like
if yk what i mean
aces is good but i ain't tryna interstella
I love aces but soemthing about the way it's implemented in VV is weird. It has quite a few issues that I can just avoid with hable
wdym by weird
do you not like smth or is there smth wrong
I think there's something wrong with it. Or it was my own skill issue, not sure but trying to make any scene look believably bright would just... blind you hable doesn't have that issue
Also auto exposure sucks with aces
oh that's one of the reasons why i don't use and
AE Sucks for me with aces
I think JNNGL uses the same aces implementation
Maybe? I haven't looked at either
shame for me bc it looks really good with realistic textures for me
VV used ACES Fitted from BakingLab
I see.
This might be the same one I use actually
I found the one I'm using now from a shader on shadertoy
Which looks similar
Yep
Wonder why it looks so off in VV
Could just be the aces doesn't handle the color grading aspect very well?
Their aces has a deep frying issue. Even with only midtones and no additional contrast
Primarily in low light situations
No VV updates 😔
sigh
vv changelog
-fixed nothing
Nah but green torch will be dope as fuck when the Coloured lighting Rework is finished
ummm hable
@wise hinge what vibrant visual are u using here?
His own one that he is making, its not released yet
skill issue
slightly yea imo
It looks so good and beautiful 😍❤️ can't wait to be released
slightly~
looks fine?

when i know there's smth wrong with lanterns but can't pin point what exactly
why not?
wool should have sss so colored one too

I WAS RIGHT
TEXTURES WERE A LITTLE BIT OFF
i used java textures to make the mers and i copy pasted the bedrock ones when the update released
does this sunflower sss look weird?
I'd tone it down personally
A bit of SSS across the stem is fine but that's a bit too apperant
toned down a little bit
looks fine?
I want this
Your pack is going to be so peak
I can't even lie
what's the infectious preset?
That is quirky plague's preset
thx
Hi
this looks incredible tf?
Thank you
rayyyyyy
Nom
Maybe reduce the sss on the sand though
It's really intense
oh well I made all of the sss more visible so it looks pretty intense
I would change it tho
yes im using intense sss
but not sure how it should be
the light made the Vibrant Visuals I was using only get 2 fps 🗿
lol
How would I do this?
Check the wiki on removing entity shadows.
so, turns out that wasnt what I wanted
Im trying to make an entity display over all blocks, but it darkens when inside a block
it's less intense now I think
thanks btw
Also what make it show underwater?
Looks way more natural
I like it
yay
is there any way to enforce an atmospheric setting outside of being biome-specific? like, with gametest or a fog setting?
or commands?
If you wanna test sn atmospheric file, just set that one as the global one
But otherwise no there's no way
You can apply fogs with commands and API
This is about the atmosphere though
Ahh, right. Can't do that then
I was expecting at least 5 words of vv changelog
More likely in 2 previews

😭

they working on pointlights again dw
if aajabrams was here then we’d hear “we’re cooking” for sure
They are working on a lot more than just pointlights

well that’s hopefully a given
Pretty big stuff is happening
hmmmm
As veka said, we’ll probably see in 2 previews or so
like with 1.21.120.20 or something?
Not sure exactly when
i wonder what’s cooking in the volcano then
Something hot
seems like we might be getting resource pack material bin loading
so yea
waaaaaaaaaaa
if you try and load the material index json, you can get an error message
i forget the message
wait so something like yss se could theoretically like work natively?
maybe? we dont know the extents of it
it coud be very limited
or it could be very open
we dont really know
but currently it looks like this stuff would work for both vanilla and vv (rip raytracing)
ChunkOccluder.material.bin 👀
new thing yayy
interesting. likely a new culling method probably designed for VV

maybe this could inspire rapid vanilla reforged development 
better chunk culling would be huge
if we have good control, i will try and add new shader effects for sure
actually i wonder
this might be like the java fabulous shaders stuff
since java has "native" shader support without mods
but its nothing at the level of iris
oooo
but i wonder, will the prizma anti-shader bot be fully correct anymore if this all comes to reality
if its open enough? i might just try and port escheridia at that point 
forget vanilla reforged lmao
Escheridia reforged baybeeee
It would be interesting. Being able to load any material.bin file via resource packs
But if they intend to do this, do they also intend to give us a way to make them?
That would make the most sense
If we'd have to rely on third party methods that would be a lil strange
Something big is happening?!?!
If VV comes to Java they basically have to give creators a lot of control else most people won’t bother to use it
And even then, VV can’t really visually compare to popular Java shaders at all
the reason it's being added there is because this is now the intended look of the game. VV is meant to be the new "default", similar to how 1.14's texture overhaul was (except VV is being done in a generally much better way, since it's not being forced onto people like the texture update was).
VV doesn’t look all that good though is the problem
Default VV Deserts 
Java creators already have the ability to customize shaders.
yeah ik, but having a lot more customizability will at least make sure some people use it
Yes it’s fog
"You can blend them with existing water texture animations, or replace them entirely.", how to blend or replace ?
There is no how. It automatically does if
If there's a custom normal for water, it'll be blended with the waves, if there isn't one, the shader will just compute one then generate waves
However the effects of this blending, at least in my experience, it's very unoticeable
smooooooth
amazing..
what's the best way to get sunrays?
More volumetric fog
what do you mean by "more"?
"Godrays" are dependent on volumetric fog
Increasing the density gets you more visible rays
is there any way to avoid density/make density's effects less noticeable because whenever i use it the fog ends up being super thick and short but without using the high values the sunrays aren't very visible
Increasing the henyey greenstein factor could help. It makes the fog lighting more conentrated at the light source
thx
It's a fine balance. You gotta just mess with it and no there's not really any good way around it aside from what Slsilicon said
Another thing you can do if you're willing to do it is increase the sun intensity
It'll make the fog standout more
But you need tweak it a lot to not be overdone
I recently switched to higher sun illuminance and it's made a massive difference across the board
i'll have a look
tysm
For example, I have rather nice and visible fog and I don't even really use that much
I forget what henyey greenstein g value I use here though
I use 0.3 a lot
woahhh
super pretty
I think these might be 0.6 tho
I want to know how to do this
I've been trying to do something with fogs but i can't find the way
does anyone know why the sun is shining through my blocks?
Distance fog is too close
thx
i wish someday there will be a man who actually write this post.....
What is ray tracing
How patrick even related
He's wondering if you blew in from stupid town. (His words; not mine.)

Rat racing at its peak
😭
fr
Frenchmen in History:
• Bonaparte, Napoleon
• XIV, Louis
• Tracing, Ray
Ray tracing coming to java
Confirmed
Does anyone knows how to compile material.bins on android using shaderc?
Anyone know how to add fogs with scripts in vv?
but how to do it on android specifically?


Fixed Vibrant Visuals settings to have proper formatting after being copied to clipboard does this mean rounding will apply to values in editor now :D

hoping for bigger, bigger vv changelog next time🙏
Probably next preview cycle
the scripting bros: YEAHHHH
us graphics bros: mb next time 😢

what's a preview cycle?
Time to keep making my own shaders instead of vv stuff still /hj
what resources would u reccomend for learning GLSL/HLSL
LearnOpenGL for basic stuff
If you wanna do Minecraft stuff
shaders.properties has a great (but not super beginner friendly) tutorial
tysm
There's also Khronos group and also the book of shaders
The book of shaders is a fully intractable website that teaches you openGL stuff
The book of shaders 
I should go through that again and see how much of it I can do now that I know GLSL
Cuz I was so dumb back then
I've successfully wrote 2 ray marchers now and will likely rewrite my screenspace raytracer
Cuz it's a bit non standard
However the second one isn't used cuz I have no 3D noise for clouds
I also added volumetrics to unity might try and do SSR if I'm bored enough
Termux
hmmmm
torch decided they didn't wanna be lit properly
yes
This has been my thought the last what, 4? Previews.
I was all over the constant VV updates.
any difference?
not seemingly so
the pbr on the torch mightve already been wonky but
fps is like almost 50% more
than previous on low pointlight shadows setting
tested it on my playstation and this optimization hasn’t seemed to make it there yet?
ill double check though
woah pretty
Thank you
whats this from
How did you get those light rays?
hey guys how do you go about compressing your png's, I'm editting some textures and they're going from 1kb to like 15kb. photoshop doesnt seem to give me an option to shrink it any more than that.
If i am not wrong that might be part of realism vfx
tinypng.com
By gamma calibration I mean this. If you've never seen this before, vote for "default calibration"
i wish there was reset button
would make things much easier
Agreed
I better see some amazing stuff for vv on the coming preview. Like im just see all its flaws and nothing else especially when you look at how good stuff at java are
Fr

tbh I prefer deferred packs to java shaders
Im guessing you are talking about how the style of the packs are but im saying interms of the tech and stuff that make it polished.
fr
just look at normal maps 😭
Exactly, just one of the many issues. Like stuff like ao issues, how weird fog works [ there like a dark spot on the middle sometimes], light leaks and more. Even something small like a bit more bloom on places where light hits will help aswell.
Looking at what plagued made in a couple of months to what mojang has comeup with like 2 years of time just makes me sad. I get it that its a whole rendering engine plus support for many devices and platforms.
- they're not really updating it that much either
Yup and whenever they add something after like weeks or even months of time there are still issues and at times better alternatives. Even after tones of feedback and suggestions that many here have given who know a lot about rendering they have not yet taken most of them and added it.
not updating vv > working on smth else > working on big update > end update
flawless logic
-# taau fix when
what does taau mean?
upscaling
Minecraft can do upscaling?
it has been there for a long time
There are options for the upscaling mode
In the video setting (taau or bilinear)
Set the upscaling resolution to 75% and you may see that it's extremely blurry....
I don't see anything in video settings
is it in preview?
yes
that's because it's a shitty normalmap itself, blame creator of it
u know the thing where if the texture's dark the block gets "wet" on some parts of the texture when u have a normal map
okay but that's a bug
other than that normalmaps in vv are very good
yea cuz we were talking about unpolished things
im the creator 😭

i thought you meant normal map being blurry
oh
i'm sorry...
i like the pattern of it, it's just too blurry and soft for my liking
it's fine
:(
For the first time it's very good, besides, don't take my words personally, the fact that I don't like it doesn't mean anything, I'm not an expert on what is good and what is bad
33% upscaling 🤢
thx :)
got any tips for me to improve
the lighting is very cool
ty
I would make it more chaotic
and less repetitive

On the topic of unpolished things
Nighttime
Firstly, the way moonlight interacts with blocks looks very bad. (I'll get screenshots later). You can make shaded areas dark but it doesn't like... look all that great.
I wish we could change the color for shadows at nighttime
And also adjust sky intensity separately
volumetric fog + shadows
Cuz the same intensity for day does not work for night
IMO those are the only polished things in VV. VV has very good shadowmaps along with a very good PCF filter. The range is just short
what about rayleigh scattering keyframes?
That doesn't affect the ambient sky illumination cast onto the environment
ohhh that's what u meant
In lighting files there's something called sky intensity which is just one option
yeah that could use some keyframes
And if you tune it for night, day looks bad
I don't want to use low sky illumination during the day
It doesn't look great
But you have to id you want night to look alright at best
Here's a small comparison. Left is a VV pack , right is my JE shader. I want to make night like the right but there is literally no way to do that
both look really cool
tbh for me the main priority is non-shiny normal maps
Does moon luminance affect the ambient light? If it does, you can increase it, while decreasing moon color and scattering coefficients to keep moonlight and sky the same intensity
Is there anything else that affects ambient light intensity?
Could do the same trick with some other quantity, if yes
Actually no. Using less moonlight color/more intensity doesn't help
I remember this cuz I had a big issue months ago
I was using very low moonlight colors but high intensity and got no shading at all
But switching to high colors and low intensity and I got shading
this was only an issue after they reworked auto exposure
so what's the difference between light brightness and colour brightness?
Before they reworked auto exposure nighttime looked fine
So like from 1.21.60 and below
Color brightness also adjusts how strong the moonlight is cast onto the scene but it also adjusts how intense the colors are. Intensity just multiplies the brightness
i see
interesting
How it looks vs what I want to do. This isn't me saying VV night should look exactly like the right image. But I should be able to make it that way if I want. There's no way to and this is about the absolute darkest I can get nighttime without destroying day
Daytime in VV looks great. We just need to be able to fix nighttime
u could try darkening ambient lighting
If you look real closely between these two images you'll see the shaded areas are the exact same intensity. That should not be the case
Doesn't do anything
is this what you're going for?
Kinda but doesn't day now have absurdly dark shadows
My problem is that you can't change them separately
I've done literally everything. I sat in editor for 2 hours one day
Would've been cool if per-biome sky_color was actually a separate keyframed parameter in VV. Currently it affects sky color in vanilla graphics and ambient skylight color with VV, but it would be more useful to control them separately
Yes that's what I'm saying. There's no reason for them to be the exact same. And the sky intensity option isn't keyframed for some unknown reason
Same for vanilla fog parameters. VV applies both vanilla fog and volumetric fog at the same time, but vanilla fog parameters also affect vanila graphics, ideally VV should have its own set of vanilla fog parameters
I also think VVs border fog needs work because it doesn't blend with the environment
At all
I've talked about it a lot already tho
Isn't it controlled with vanilla fog parameters?
The fog near the edge of render distance I mean
It's more so on shader side that it need work
Adjusting the parameters doesn't really help
not too much
VV and my shader again. Maybe it's just me but border fog should fade the objects into it not cover it and make it look ugly (default VV also has this issue)
hehehehe
Cuz I literally found no way to adjust nighttime separately from day
i can give u my lighting.json file to work off if u want
I just want to take a look cuz nothing I did ever made a difference
The shaded areas would be identical to daytime no matter what
i also control shadow brightness with colour grading too
ohhh
is the issues ur talking about this?
I'm pretty sure Minecraft had a built in function to track the skylight from the players position
But for some reason mojang don't use that and
Just reduce fog based on the lightmap in worldspace
Which gives those ugly holes
Nope it's a VV thing
shame
Actually that might be an Iris thing. Idk there's stuff iris can access that is just in the game, like mood, or player states
i prefer how vv looks tbh, your is just a blue color
it's just too bright, you could change it to be a bit darker
weird
As mentioned I was in editor for 2 hours one day. Messing with things. And nothing and I mean NOTHING helped it
Only thing that made a difference was sky intensity
not even colour grading?
Which ruined my daytime look
Color grading made it worse 💀
oof
I agree my night is too blue. But the point I was making is that it's darker like night should be and VV just wouldn't let me do that
I still standby what I said
Even if I find a way to fix it
Because sky intensity should be adjustable per time of day
Same with color
i really never had a problem with my nigh being too bright
it's a problem i can't relate
same
my nights are too dark lol
and i could make it even darker if i want to
it's just i prefer visibility
so it's a problem with your pack
make moon brighter
Idk why I have an issue with it. It wasn't an issue until the current auto exposure we have now was introduced
Like I'm not joking
I've found no way to fix it
Others also have this issue so there's very clearly something we are doing wrong ig
had same issue but after messing with my configs i fixed it
I've messed with configs for hours and only found one option
One option that broke day too
So
Idek atp
while prizma seems to have the issues less. its still here. shaded areas being roughly the same intensity as day. also vv at night (with aces) has a horrible deep frying issue
which idk if this deep frying is a problem with other tonemaps
but
night in vv regardless needs improvements
I use hable and it doesn't have deep frying
agreed
lol
idk how VVs aces has this issue
i use the SAME aces implementation in my shader
without issues
that's night?
yea
changing atmospherics stuff never resulted in a difference in my tests
it only made the sky itself darker
not the light cast by it
i will asay though
that's really weird
the color cast by the sky here is much better
that's good
you still have to remember i made it bright on purpose as i said before
i could make it dark asf but it's my choice to make it gameplay friendly
I wonder what would happen if u lowered ambient light colour brightness
i don't see deep frying
wait fr
the contrast destroys itself
you could try other tone mappers?
don't look deep fried to me
maybe the perspective of night being bright is just the sky before was too strong?
cuz here i just dropped rayleigh scattering so the sky was darker
lemme turn it back up and see
in my experience sky brightness can affect perceived brightness
it looks the same
so
maybe my config for luminous dreams is bad then
hm
wait
no
its brighter
barely
I prefer the right
definitely
the moon mie strength feels a bit intense? not sure if that's the vibe u were going for
it worked fine with the other sky
ig both nights look ok now
it looked terrible yesterday
wow that's really different
does day look good too?
very nice
i think
hable might be a bit better
but night looks worse
think i just need to bump contrast a bit
and maybe slightly raise sat
1.3 with a small sat bump
pretty good now
theres a few other things i tweaked but yea
looks good
i do however hate how ugly lighting on blocks can be at night in VV
their BRDF is so weird
it looks like the blocks are completely flat 🤢
BRDF stands for bidirectional reflectance distribution function. it basically calculates how lighting is applied to surfaces, as well as specular highlights
even with higher res bumpy normals this issue exists
its even worse with mojang's default pbr
tbh I don't really like base vv
i think it gets too much hate
but its definitely not great
their pbr however
oh
thats bad
i have a fun pack im making called Sunny Days
and it doesnt use custom pbr since i wanna let others pick pbr to mix with it
I like that idea
and the default pbr is just.... bad. things that shouldnt be really shiny are super shiny, things that should be shiny arent
sunny days is going entirely for realism
using as realistic values as VV allows.
as well as using "weather data" to calculate certain bits of lighting
sounds really cool
so really foggy biomes have a more bluish tinted lighting. since as sunlight would scatter through a cloud volume, it would be mroe blue
I'm wondering about not using PBR in my pack
I feel like it's too buggy for the time being
some biomes with lighter, more hazy fog have more yellow lighting for example. here just some images
not released yet since i dont have much time to work on anything rn
that looks really good
neutral biomes like plains have white lighting
thanks! i wanna release it soon but i kinda have to lock in for something else
lumenous dreams?
ye
bootiful
how did you get the normal maps to not have the shiny bug?
it's where the darker block's normal maps have a "shiny" effect on some pixels from certain angles
😭 😭 😭
@remote tree @blazing whale @long ruin @quick nymph May I see the brightness adjustment (gamma calibration) settings that you are using? Thanks for participating in the poll btw! I will explain later what it was about
So basically where do you have the slider set in this menu
give me a moment, im out of the house rn
I can't get on my PC until Sunday at the earliest sorry.

No problem!
like this for the brightness adjustment that I use
then the result is like this
May I ask, did you configure it such that the left creeper face completely disappeared as per instructions, or is it still visible in your configuration?
Thanks for sharing
Configured it so the left creeper was the "Barely Visible" one
It's interesting how nobody (at least so far) is following the exact instructions and making the left face completely disappear
Following the guideline there seems to make the game appear way too dark, could be that the interface was designed and internally used as reference back when it was still affected by block light
Tried retrieving the exact values of the slider through cheat engine?
Thats basically my config too
The creeper heads are pretty inaccurate when it comes to my monitor
TLDR: this setting is useless, it makes color reproduction worse and is not an effective way to calibrate gamma anyways. Most modern displays already can reproduce target gamma curve (most often 2.2) quite well so no further adjustment is needed, especially at this scale. The default value of 1 is actually the most objectively correct one as it results in the game using 2.2 gamma as it should (as long as VV config also uses 2.2 gamma in its color grading).
I had it on 0.7875 according to the options.txt file
Personally, I think this calibration should be removed entirely, as it creates a problem of players and creators playing and creating VV content with misconfigured gamma. Especially if a user goes through the calibration as it is described - until the left creeper face disappeared. On my phone with near perfect 2.2 gamma reproduction, following the calibration resulted in turning that crips 2.2 gamma into almost 1 - that's linear space sRGB!
0.7875*2.2 = 1.7, this is the gamma that the game thinks your display has
If that's exactly how it works this is such an avoidable oversight
this is a value of 1
Notice how badly the UI is designed as well - there's no reset button, no numerical indication, no back button. If you even nudge the slider slightly, there is no going back to the default gamma of 1. The slider value is saved immediately when changed, so you can't even undo it if you close the game entirely
Yes I do need my default value back wihtout needing to go to options.txt to type the actual value.
So yeah, if ya'll want the most accurate color reproduction, especially if you are creating VV content, I recommend never touching this option. And if you already did, just go into options.txt and set gamma_calibration to 1. If you like the look that the current gamma settings gives you, you can remember the value from options.txt and just multiply it by your existing gamma in color grading (2.2 is the default I believe, if you're not using gamma in color grading)
If your display gamma is off, that should be adjusted via color management in the OS or via display settings, not with in-game settings
I configured it so that it looks normal with my pack and my TV. That is equivalent to about 20% of the full bar. I don't think I can configure it so that the guidelines are met (I may be remebering that from the previous updates though, so I would have to confirm).
I very strongly agree, the system needs to be changed
we really need a "reset" button to change it back to default
-# I need at least 3 lines of vv changelog in the next banana day 💖

just curious, what these two votes for?
^ for which brightness setting you are playing/creating with

Do you make your VV packs on default gamma calibration setting, or on a custom calibration?
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I make VV packs on default calibration
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Do play with VV on default gamma calibration setting, or on a custom calibration?
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I play VV on default calibration
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default wins by default
real

guys dm me with some bedrock graphic link i want to have some shaders and everything
Meow
yes.
couldn't you just set the end flash colour to #000000?
yes you could
yep
unfortunately it was only 1 line
maybe but that wasn't an in-game setting
true
would be nice if we had the editor settings for VV available in-game.
so like, it'd generate the resource pack in the game itself and would exist on all platforms
how can you disable auto exposure in deferred packs
Check the pins. You can't do that via RP but only by modifying internal game files
erm
yumyum
theres just gamma rays behind that dirt no worries
dw about the radioactive sheep
sleep well tonight (in minecraft) ☢️
Or at-least access to the editor via Consoles. Maybe not Mobile.
But having the ability to use the editor and create stuff while on a console - not just PC would be great.
yeah.
still, i think the VV sliders would be nice for mobile players at least, since that part is just sliders. The rest of the editor i can see why that would be console/PC only.
but yeah we at least need editor on console
does .tga do anything with vibrant visuals? I didn't see any mention of it on the learning page for VV. It doesn't look like anything changes.
coal for example just references "coal_ore_mers" which is a blank 16x16 .tga image
ah nvm, it does have some effect, my custom block is closer to the sun. I just have no idea if it's meant to have anything specific in the image.
tga and png have no difference whatsoever in any contexts in bedrock. The only practical difference is for image editing software, as some of it doesn't support tga while other software converts the color of pixels in png with 0 alpha to black (or sometimes white), so it can't preserve the color of fully transparent pixels. But that is purely a software limitation, png standard itself supports color for transparent pixels and there are image editors and settings that can export such pngs without issues
oh, my bad, I probably should have switched it to png
it's just pure black since it's not metallic 🤦♂️
well that's odd, I have the full red and the full block pngs for metallic and non-metallic and both just look the same in game
metalness and sss are mutually exclusive
I'll probably just make a post on it later, don't have time right now
just another day out here in chernobyl
I wish next preview fix black skies
I don't have that issue
what causes black skies?
Not really sure
Why do mojang use tga for their mers?
Easy alpha channel
PNGs can have an alpha channel issue
tga files actually store the alpha channel
Pngs do as well but you have to do it right
You can store it successfully with a blended channel and a clipping mask
(In Photoshop)
Haven't had the precision issues people have mentioned
Or substance designer stores it correctly as well
Yo! Is there anyone here proficient in Vibrant Visuals?
I've noticed there's a lack of information on it, such as whether or not normal maps are event incorporated and how (are they part of the alpha channel?), etc.
This is, of course, apart from that wonderful blockbench tutorial on creating materials
The docs mainly only cover mer files but yes vibrant visuals does support normal map and also heightmaps. Normal maps are a separate file and is not part of the alpha channel and this is how it looks.
You can use software that generate these like substance or free ones like gimp for example
Thank you! But what I'm unsure of is whether they actually use it in any in-game blocks! We're working on a vanilla plus project, so I only want to do something with precedent!
Like in default vibrant visuals?
They use it ones and that is for water, all other blocks only have a mer file
But normal maps can be applied to all blocks and also entities and particles and even items
ahh I see. So in blocks where there's 3d detail, there's no normalmap? In that case I think I'll stick soley with MERS!
(i am assuming there aren't any blocks apart from (water?) that utilize subsurface scattering?
A lot of blocks do and I dont think water uses sss [subsurface scatering]. Like leaves, foliage relayed stuff also some full blocks like quarts
The 3d detail is the normalmap like this
You could also go with less bumpy stuff and go 16x
True, this is a hybrid of a 16x and 128x one
And this is just mer file
Granted I'm still learning 16x. So it's not perfect
apologies for the complication here, I'm phrasing this very poorly! I understand normal maps, but I was just asking if they EVER appear on basic blocks, such as the oak door (which is textured to look like it has an indent). From my testing, it didn't look like ANYTHING used this, but I could be wrong.
big appreciation for your patience
Yea no nothing in vanilla VV uses them
Other than water
I'm surprised they didn't use normals
Fantastic! Same thing with SSS?
Weird why just water though
Lots of stuff use SSS
anything from grass, to leaves, to crops to ice
It's not that visible in default vv though
You'd have to look into their mers files to figure out which ones do
oh wow. Is SSS expressed thru alpha?
Yup
Yea it uses the mers alpha channel
I'm gonna be releasing a mini YouTube series on VV related stuff over the next few days
ohhh wow I did not catch that at all! Do you know an example of a block that uses it?
That would be huge! Epic!
Look at their oak leaves file
ahh that checks out
Granted the things I show off will be in adobe products cuz it's what I have and use on the daily but I want to offer tips and tricks for PBR along with how to actually use the VV configs etc
Likely 2-3 videos depending on how much free time I actually have
Will be looking forward for this for sure
I've made text based guides but they aren't amazing and kinda hard to keeps up with to a degree
And they don't show anything
Did you do something like this on twitch one time
Nah I was just streaming while working on stuff
I wanna do like a short informative video
Will of use to many who want to get into vv
VV has so many things and it can definitely be overwhelming for creators who've never touched it, especially for MP studios
Since VV content will be there eventually
True, unless they have been following it for a while but dont think they did considering the fact that it was never known vv will be a default graphics
Yea I wouldn't blame people for not messing with in the DTP days
Cuz for all we knew it was just an optional toggle like raytracing
Will love to see what other MP creators will make ones vv can be put on the marketplace.
Seems like they are pushing this to be a thing after this update so not too long
I've noticed that mojang tends to use non-buggy things like mers maps instead of things that are, like custom water (probs more because it doesn't feel very minecraft-y) or normal maps

what should one do to enable VV support in their addon? I have some textures for my blocks but they dont seem to be applied
make sure your terrain_texture file path does not include the file extension of the file you want to add PBR to
im looking for something or a pack to just make toggling graphics easier and quicker
luminous dreams?
WIP version but yea
looks stunning
anyone got good deferred packs?
ngl some of these packs with recommended brightness really kill the looks, luminous looks beautiful on low brightness
is this out? it looks great.
It's in development luminous dreams stuff
im not sure if this is something you can control but the waves look repetitive
For what I wanted with the waves it's really hard to avoid that
To be honest it's just an issue with sine wave algorithms
It's really hard to make them not repetitive
I mean once im ingame and the waves are animated, It wont be noticeable to me
Yea it's fine in game
will there be options to turn off pbr?
Currently there is. (It doesn't disable waves) idk if that would have to change for the marketplace version whenever that's out
well thats good it doesnt disable the waves
oh
its planned for marketplace only?
Some people want the no pbr version to disable waves
It will be free third party and paid marketplace just like we did with better on bedrock
didnt know that was allowed
World edit does it too
wedit is on marketplace?





