#Graphics General
1 messages · Page 26 of 1
Yea
i hope vv gets features like global illumination and refraction soon
Never gonna happen
I hope ray tracing gets updated. 😭
i really want proper coloured stained glass shadows in VV :<
mojang pleas
That’s funny
Ik?
i wonder why they stopped development. it had a lot of potential
If im not wrong rtx in minecraft was just supposed to promote the new rtx line up for nvidia cards. Also the devs working on rtx were not that experienced with it and due to how this required specific hardware to run they didnt see it being worth it to keep it alive.
Especially with vv coming aswell
dang
that's a real shame
So what happened was, RTX was a mismanaged project, it was intended to come to consoles and wasn't meant to be "just promotional material". But people left the team, management refused to fill missing positions despite the technical director at the time asking for fills, immense crunch to release the project, then shortly after releasing it, pretty much everyone left. Basically killing RTX in the process
Dam, I guess management just didn't really care. Sad to see so much potential go to wasteb
y dyu think so?
Refraction effects are more than possible.
Ray traced GI though, definitely isn’t happening.
there are a lot of ways to fake it without raytracing tho right
What, Global illumination?
There’s ways to fake it - But nothing will look the same as real GI. Ex VV world lighting.
A good bit of Refraction effects can be faked easily though.
Like, Super easily.
Best method
Screenspace refraction
It's literally just refraction in screenspace
GI has multiple methods you can do
An old school one was reflective shadow mapping. It's solid but has some issues (light leaking)
They could also do fog light propagation with floodfill
What’s this?
Sounds like the floodfill algorithm would be able to interact with the Volumetric fog?
That would be dope as hell.
yea a few java shaders do this. lemme get a photo
its quite awesome
This image is in 12 bit HDR XYZ color space, in order to view it properly you have to be on desktop pc with HDR supported display, open this image in full screen in discord app and magnify it further by left clicking, or open it in chrome browser. It cannot be displayed on android devices sadly, next time I will use a more reasonable hdr format that can be viewed on mobile
Monkeys
why it looks so weird when i zoom out
Even if you download it?
Yes
What if you open it in a browser
I was hoping apple devices would do their color magic and will be able to handle XYZ, but I guess not
Same thing
In discord app and in device’s photos app
Well that sucks
id imagine other hdr formats might work better on mobile devices
I can see it on my phone
Does it look like this?
Less vibrant or saturated idk how to describe it
Like one of these images?
In that case it's likely not being displayed properly
Like the first one
Still looking awesome
Not quite what it’s supposed to look like
Can’t even take advantage of one the best displays on the consumer market smh

XYZ can't really fully be displayed on any display tbh, or by any other means. Some of the XYZ colors are "imaginary" and can only be reproduced by directly stimulating specific receptor types in the eye. So we'll never have XYZ displays. But we might have XYZ glasses, that would be able to fire lasers into your eyes and stimulate individual receptors in isolation 👁️

How about now
Oh nvm! It can be opened on Android, it just has to be opened in browser. Can't view it in the gallery
Yep!
What did you do to view it?
Are you able to view the initial image?
Also do you see these artefacts on your screen or does it look completely normal?
Can someone with an iphone test this one
I dont have HDR enabled(I have monitors on my desktop that can run it) but why does it change colour depending on brwoser or discord? Im guessing its just Discords compression algo?
Discord does some weird things with color management
Yeah I can
this is what i got with HDR enabled on my monitor and opened in browser
Which browser? Firefox doesn't work sadly
Also try downloading and opening this one locally
that would be why
and importing the raw avif file into like photoshop gives discord results
How does this one look if you just view it in the photos app?
It works on my end. But the initial one that I sent doesn't
That screenshot looks a bit crunched, but you don't see the artifacts on your monitor, right?
i dont notice any outstanding artifacts
oh you know why it might be crunched
when i screenshot it auto converted back to sdr
it looks fine on native image
Yeah. Or my phone displays it as sdr
we love the take picture with phone strat
but yea it looks pretty artifact free
yea none when viewed through photos app
Does it look the same if you open it in chrome? (If you have it)
unfortuntately i dont have chrome
Ok fair enough. I didn't dare to test edge tho XD
id have to set edge as default...
whcih is
ew
but ill test it rq
edge loads the image
looks a bit worse than the photos app though
doesnt look like there are any artifacts
doesnt let me zoom very much
Edge is truly the highest quality browser
the hdr image with SDR monitor output. vs edge (monitor also in sdr)
edge loses some pixel detail
can you see more details when HDR is enabled? Especially in the blue glass. With SDR it just clamps higher color values to saturated blue. But with HDR you should be able to see a bit more of the lantern block showing through
The results are the same with HDR on vs Off
It doesn't come through very well, but I can see whiter color with HDR enabled
Even in photos app?
At least with the comparison between photos app and edge
Edge loses that like orange color in the redstone
What if you compare photos app to itself, with and without hdr
That's what I did here
Alright, no worries
But my monitor is also only HDR 400
not working supposedly
HDR monke
No HDR vs HDR
i see it properly when i zoom in
i wonder why it changes colours like that
the file when saved 0_0
Is this how it's supposed to look?
Yeah
Although if you have a proper HDR display, you should be able to see more details in the blue glass block
It shouldn't just be solid blue but there should be some white visible from a sea lantern block
Works fine on my android
In browser that is
Will try on my iOS devices when I get back home
It's possible that your phone can tonemap & display a less bright and less vibrant version of the image, without actual HDR or wide color gamut
But my phone is actually switching to it's automatic HDR profile when I view it in the browser
It's definitely proper HDR for me
Atleast on my phone
Yeah it's significantly brighter in the browser than the screenshot I sent here
Just chrome
works in my browser too
Which phone do you use? I can't get image HDR working on my Galaxy S10, but it works with HDR videos
S23
the 2nd screenshot looks super realistic
the grass always looks so good in ur pack
Yeah, not right on iOS
Even if viewed locally?
Let me try rq
Discord app, photos app
Actually, try this one as well. It was made in a different color space, and it works on macbooks. Not my screenshot btw
https://media.discordapp.net/attachments/704786189944881203/1401972650233827348/RTXHDRBigHouse.avif?ex=68b67987&is=68b52807&hm=2070e03677fca958b15e80ad369a12f7a5af44d5db0b418236c95a4d765bc5cc&=&format=webp&quality=lossless&width=2162&height=1216
It can’t handle the colour transformation it seems
Is this right?
Or is this more accurate in the preview
that one works properly in my browser
Which device?
windows 11
Does the image trigger HDR rendering?
Chrome
That’s not quite so obvious on iOS, let me check on a hdr video real quick
Try downloading the image as well. On macbooks it only works when zooming in discord or when viewed locally but not in a browser cuz browser link opens a different image format or something
the transition to hdr is so subtle in a hdr video that it’s basically imperceptible
Let me try local
No difference in the local photos app
looks like this
Let me try reference mode on my display
Yeah, no difference
I have s10e and it doesn't seem to work for that image, but it works for photos I take.
Is this blender or something?
No, it's an in-game screenshot of my spectral path tracer shaderpack for BRTX
How did you manage to add poly mesh to mc?
I thought it wasn't supported
At least on bedrock
I knew about some work around to make poly mesh possible with entities but not for blocks
Ah. Yeah, that's an entity
That is lava
DUN DUN DUUUUUN

patchythefox then attempted to swim and was never seen again
Yk I forgot it was that screenshot 😂
It was more of a response to the fact that water can just be... literally invisible sometimes
They hadn't used VV very much at all before that
been there
Sun rays
Solace visuals :3
very pretty
my blocks seem to have disparate rendering from others. on the corner you can see ash-covered basalt, which shows up as a slightly warmer hue than regular basalt despite having the same MERS
has anyone encountered this issue, or is familiar with it?
didn't even know you could use normal maps like that

Is pretty silly
Anyways that enough of me sending pictures :3

I have my brightness pretty bright
i love the way u use mer maps
Thank you
HDR screenshot of Vibrant Visuals
This one is a little brighter
HDR vs SDR
HDR vs SDR
These ones are technically inaccurate, but they have much higher saturation and utilise wider color gamut, so overall they look more interesting on HDR WCG displays
YESSSS

we finally have vv changelog 😭
:)
Improved quality of gamma correction on PC and Consoles and fixed the brightness of Creeper textures in the gamma calibration screen in Vibrant Visuals
omfg finally 😭
what does it mean?
is this colored lighting i see
auto brightness
i will keep a eye out for updates on pc
It says static_light is currently unused
wonder what it does
Is this how it is supposed to look like?
I’m assuming not due to the blueish sea lanterns
I get horrible banding lol
💀
fr
The main distinction should be very vibrant red glow of the crimson log, in comparison to a more dull glow in the previous HDR one
SDR vs HDR vs HDR with re-interpreted color gamut
That is pretty apparent
Which VV packs have very vibrant sunsets/sunrises?
poggy's
Is this correct?
(In discord vs browser)
Based on screenshots, it doesn't look like it
When you are viewing these images, you should feel the difference, displayed colors will become noticeably brighter and more vibrant. You might have to view them on PC tho, if you have HDR capable display & HDR enabled in the operating system
Poggy's :)
The last one here actually hurts to look at with HDR, it's like you are actually starring into the sun
(this is a good thing)
it's the best day of my life
Sigh
our answers about the creeper faces have been answered
they changed that
(i have not backread so if anyone has mentioned this my bad)
oh it has been
is this the mcpedl version or the latest beta test
actually wait if you arent in the server it wouldnt be the latest beta test
That's mcpedl yeah
i knew something looked a lil off lol
So it’s not fully implemented yet?
no vv clouds = 100x times realism
at the cost of the water looking a bit metallic
If/when you are making VV packs imo it's best to stick to the default setting and instead adjust gamma via color grading
oh alright
I've been making pack while setting around 120%
You can check the value in options.txt, multiply it by 2.2 and use that in color grading gamma, and that'd give you the exact same look with default (100%) gamma adjustment setting
sorry for ping, this one?
Is it actually broken, or is there just an overlap of multiple light sources?
Yup. So you'd use 2.684 in color grading gamma
1 light source (soft shadows)
it's broken for now
Someone experienced 1x1 square shadow around the point light sources (iirc blocky shadow setting)
Thank for information
Should I use 2.684 in midtones?
If you are only using midtones yeah, but if you are also grading shadows and highlights, then use it everywhere
Btw are you already using any gamma in your current color grading?
I was using 2.3
In that case the correct new value to use would be 2.3*1.22 = 2.806
the new ui is very useful anyway
Hi, what is this seed and position?
i don't remember
Thats ok me too
Point light quality?
yep
latest preview
?
Is that a new setting- i don't remember seeing that lel
you can see that on preview/beta and enable the setting which says " RenderDragon features for creators"
Ah alr
What does it actually do tho
Like the point light thingy
emits lights with colors
I think it did, but still needs some work. the End still looks way too dark if you look towards the end flash, when it's supposed to look bright (like when you look away from the end flash when it happens).
pretty sunrayssss

has anyone here been able to get local_lighting/local_lighting.json to work in the latest preview?
as like, it says this, but i tried doing that and had no results.

hows it worky :<
{
"format_version": "1.21.120",
"minecraft:local_light_settings":
{
"minecraft:torch":
{
"light_color": "#D117C8",
"light_type": "point_light"
},
"minecraft:copper_torch":
{
"light_color": "#D117C8",
"light_type": "static_light"
},
"minecraft:lantern":
{
"light_color": "2fff00",
"light_type": "point_light"
},
"minecraft:soul_lantern":
{
"light_color": "2fff00",
"light_type": "static_light"
}
}
i did this
i know static isn't implemented but i'd have expected the point light colours to change. (i specifically picked colours that are very far off from the vanilla ones)
and it looks exactly the same as vanilla
(copper torch is broken in vanilla in latest preview)
does anyone know where options.txt is located?
from my testing, setting light type as static light gave me the color that I didn't set
as in?
as i specifically set 1 torch and 1 lantern as static, and 1 torch and 1 lantern as point.
both torches as D117C8
both lanterns as 2fff00
and none of them match what i set
also did static work for you at all? whats it look like
1 - Point light setting on / without a custom color ( i think it's not working as intended )
2- off/ with a custom color
3- on/without a custom color
also more testing I did -
4. on / static/ without a custom color > emitted a color which I didn't set also blocky shadows around a light source
5. on / static/ with a custom color > same as 5 also blocky shadows around a light source
6. off / static/ without a custom color > same as 2
seems lantern's config is working correctly
i mean, the lanterns i placed should both glow green
not sure why but it seems it just didn't see the file in my pack
yeah, i specifically set colours that should be immedietely obvious
i think the file names are correct?
you are missing a brace at the last line
}

and the UI that tells me that im importing a texture pack has once again gone missing!
weird
and it's back this time!

like, 2 imports ago it was there
last import it was missing
this import it returned

okay it finally works to an extent.
the point lights work
the static lights default to the vanilla ones
so copper torch has none, soul lantern has light blue.

which, if the static lights are unused currently, should mean this pack works next preview or whenever they actually add them
still curious what it'll be like.
right now we only have the un-colourable block light, and the colourable point lights.
but the static light is presumably colourable
i wonder if it'll have the same fun lighting effects as point lights do, like being shiny on shiny blocks like gold
-# we need customization for the block light frfr
true
lighting-based creativity as a whole is the big area in which Minecraft is currently lacking.
VV improved that a bit, but really only for if you're interacting with the sun in some way (or with end flashes)
and even in those, they're not colourable in any way. Stained glass doesn't have coloured shadows so you can't really do much besides just playing with shadow shapes.
I think if Mojang added a colored light feature that penetrates the colored glass, it would be much better.
yeah. That + a stronger light source for point lights, or some other form of directional lighting.
so you wouldn't need to rely on the sun for any decently sized builds.
point lights alone already do a lot, but they're limited to things where the light covers a small area.
Pixelated shadow?
yeah this is just vanilla VV.
with the experimental point lights enabled
I hope they get added properly, but i also hope we continue to get other forms of lighting-based creativity options, too.
imagine being able to build a cinema with a proper projector that's some light source shining through coloured glass and projecting a simple moving image onto a wall.
It is.
I’m just curious about if the light propagation will be the same as point lights. Or if it will just be coloured flood-fill for block light.
whats light propagation means in this case
like, the way the light affects blocks?
WIP HDR panorama for vibrant visuals. It is affected by bloom, color grading & tonemapping of your installed VV pack just like the vanilla one. I managed to disable auto-exposure but I still need to counteract the effects of pre-exposure to make the cubemap sides consistent in brightness
because i just hope that they make it so all light sources have the same light effect on blocks as point lights and global light sources do now.
as right now, every non-global light source is just flat. It looks the same as fancy, but with a yellow filter because VV light is more yellow than fancy light.
I'll release the tools & documentation needed for making HDR panoramas once I have the workflow perfected
I wish we had the tools to make HDR screenshots in-game. Pretty sure the existing vanilla VV panoramas were made in-game with some kind of internal HDR screenshot functionality
The way that light spreads.
The effect light has on Blocks etc - is based off of the PBR material sets of the specific blocks. Not the light propagation.
Shadows, volumetric light shafts, refraction and reflection of light are all different effects of light propagation.
Ummmm… 😳
Typical point light behaviour when too many got on screen
It wasn't this extreme the last time I used point lights
But something similar did occur when you way too many of these rendering at once
Something i miss from early VV previews is that the deeper you went underwater, the darker it got and there were no caustics if you got deep enough
They should have kept that and just increased the depth at which it happened
That, and the End being darker by default, making the flashes more impactful.
but there are no caustics past a certain depth
Are there? How deep do you need to be for that? I thought they were always visible if the sky was exposed
wait nvm
i thought it worked like that but i think i was just in a ravine
Yeah :<
My assumption for static light is that it'll be colored floodfill lighting
Which is a massive W

I hope so.
but i assume it probably won't have the fancy VV light effects? idk how it'd work tbh, you know light stuff better than me.
Well floodfill inherently cannot cast shadows
o. I hope it does.
that's one of my biggest issues with VV, block light is just flat.
if you're in a cave, the nether, or in a building, the light on blocks is flat, same as in fancy.
Well... there might be a way to get specular highlights but I haven't seen it done
Only influencing normal maps
I also don't think default VV would use this feature
Regardless if it influenced normals, it wouldn't matter in default vv anyway
yeah
i mean, i still want coloured lighting in vanilla VV for everything
but yeah
flat lighting is unfortunate
i just want stuff like gold blocks to be shiny underground, too.
not just on the surface
You can get non flat lighting without colored lights or normal/specular influence
You just need to fine tune the hell out of your lighting curves
For example I use a custom lighting curve here. Which prioritizes lighting at the base of the block, giving a more lively feel to lighting. VVs blocklight is just bright and flat
what's a lighting curve?
Basically you can create a "curve" for the lighting which allows you to explicitly set bright and dark points
It's just really sensitive depending on how you do it
So for example my custom curve prioritizes illumination closest to the light and makes the edge of block light softer
so is that basically colour grading?
No
is that a new file then?
oh lol
It would be cool if we could customize it
VV uses a custom curve for their block light however it's just a relatively flat curve
It's also way brighter
yeah
Like it extends out really far
a bit too much tbh.
fancy transitions from bright to dark smoother
non-smooth lighting comparison
fancy on the left this time
it's the same brightness but the light's falloff distance is much further
If they go with LPV or something similar that involves a 3d grid, then they could actually do specular
What it needs is volumetric fog interaction. Even with no shadows, that will help enhance VV a lot. Not just player builds - but the underground especially.
Assuming we get fog for underground……
yeah, it's weird that caves don't even have fog.
you shouldn't be able to see the skybox out of the edge of your render distance while underground
very nice GI
lamp
Wow
lump
🔥
interesting. tbh i have not done enough research into lpv. i wanna do it in my shader eventually
i know null has a demo for it
or at least he has resources for implementing it
same with DH support. DH support sucks so much. i tried and immediately did not have a good time
Pack?
Strawberry Vibrant Enhanced V2.1
I love rtx water so much
lol
I love extremely blurry taau 🗣
i prefer bilinear but fr fr 🗣️

real
Dam
I like TAA cuz I hate no anti aliasing. The blurriness is kinda ok at 1440p and 75% but it's definitely not good lol
i prefer bilinear 75% of 4k over taau
Hello smart vibrant visuals enjoyers.
Anybody knows why using same exact texture files on data driven blocks result on different look for them than vanilla?
this
because my only bet is that its just classic bedrock mojank 💀
yes I believe that is classic mojank 🫠
lets go
the data driven block they adedd is shit becayse its a competing system that does not inherit from the existing, instead it implement a similar but not equal set of features
If I had to guess, ambient occlusion or gamma exponent.
ill check but ive noticed similar issues and inconsistencies without VV so im skeptical
If without VV that only reinforces it no?
Because sand is exactly like that.
not with that block no
ive seen weird stuff when using custom models not being affected by vanilla blocks AO
mind reminding me where to set those? pretty sire I've seen them before but havent touched this in a while so i forgot
Still patiently waiting to see Waves be possible on Lava….
Let us do waves on any block.
Idk about that.. 😂 but if custom fluid blocks are possible, those should be able to have Waves added aswell.
right now i think ambient occlusion doesnt work right (at least in preview)
it seems to be always on even if you set it to false
I set it to true as all full blocks should have
Also ambient occulsion never worked with blocks that have custom models
They can cast it on others but won't have it on themselves
Regardless of VV
are you using normal maps?
Yes
looks great
It did used to work but it would just work differently from vanilla full blocks
I think they broke it even more in a recent update
They made some ambient occlusion changes in the most recent preview but it doesn't seem like much was fixed
Do you know which version?
Tbh I don't even know how to downgrade this game, it auto updates too
🥀 Bro could have made a post.
🤫
how much can you de-VV-ify a VV?
like, make it look as close to non-VV as possible, while being VV
like, you certainly can't get it 100%, because of the shadows being different (unless you play with shadows off i guess).
but there's probably changes VV makes that can be undone with a pack.
still a shame we can't turn off smooth lighting when VV is on
Like, you can see non-smooth lighting VV for like a second if you have smooth lighting off and enable VV, but it quickly switches to smooth lighting :<
nuh uh
New pack 🔥 🔥
yup
Fs
mb the pack's not out yet
thank you :>
dark visuals 
now i must know
https://discord.com/channels/523663022053392405/1413926354793140234 Go check it out.
does anyone why normals on blockbench cut off

Discord shows it better than opening it in my browser
maybe iphone 17 will show it
looks right on Mac, chrome browser
unlikely
very much hdr on the screen
discord zoom in also works
):
That’s what it’s supposed to look like?
Oh yea im stupid
Oops
yes
Is that a point light on a custom block? If so, how?
No point lights, just rtx
Preview?
This one looks right in my browser
Just did an interesting colour grading experiment.
playable
fr
minecraft 1960s edition
lol
This + a good horror addon could be peak cinema.
okay now i HAVE to try this
can anyone recommend me good horror add-ons
Official cave dweller is a fat W.
But the man from the fog in Dwellers 2.0 add on is also pretty freaky
tyyy
I'll have a look later
what does the new file format look like?
no idea
it looks like they have just removed sampleWidth and updated the version to 1.21.120
They added dithering to glass now too
WHY
“If the camera gets too close”
Yea but the dithering changes seem to be very unpopular no?
We don't know if it's using dithering tho, alpha fade would make more sense
There's a dithered pattern
With what they are doing with animals and sugar cane, that’s the expectation

Or well maybe it's different for glass
Still a strange change because these have all been unpopular
but doing dithering on entities makes more sense
I’m just wondering why
A bit of clipping is fine tbh
Doesn’t exactly ruin the gameplay
i like mobs getting transparent
i just don't like how much transparent they are
It's not a bad change just people report it being disorienting and weird at times and it should not be force enabled without a toggle
The biggest issue with these changes are they aren't optional
Point light supported custom block!!!!!!!

Very very happy!
Lamp!
Furniture add-on
Point light support dropped on vanilla blocks!!!!!
If point lights can still be added to vanilla blocks and they just removed default light settings, imo it's not a big deal, as point lights are only meant to be used by custom VV packs and aren't accessible in vanilla VV without a toggle
as point lights are only meant to be used by custom VV packs
Says who?
they are literally unstable and unoptimized, why would they want them to be in vanilla vv
They are still experimental, behind a "RenderDragon features for creators" toggle so currently they are meant to be used by custom packs only.
Also because of that statement from the frequently asked questions in VV for java server (ik it only applies to java but we don't know that it won't be the same for bedrock)
Q: Colored light?
A: No.
unstable and unoptimized
Me when RTX
I knew you were gonna bring that up.
They are still experimental, behind a "RenderDragon features for creators" toggle
Literally every deferred rendering feature was that.
and they are slowly killing it
I don't trust the Java devs anymore.
It is currently yes, but they can optimise it.
nice joke
99% faith, 1% chance.
imo they still should be available in vanilla VV.
not doing it is just "hey, we could do the thing people want, but what if we just don't?"
There is a reason why the Java devs omitted the reason. They don't think that's a good reason/excuse to give to the general public.
Back then every deferred feature was also only meant to be used by creators and not by regular players, cuz vanilla VV didn't exist yet. The fact is, point lights are currently not usable in vanilla VV because they are still experimental, and when they eventually leave experimental, it's not guaranteed that vanilla VV will include them by default, without a custom VV pack, because of their statement against colored lighting
You are literally supporting the point. Everything used by creators will literally be used by vanilla eventually. There hasn't been any creator only feature that vanilla doesn't utilise aside from Editor Mode and Scripting.
waves in VV, technically.
What about orbital offset
Again, we know the Java devs cannot be trusted because:
- They removed the reasoning, why would they do that.
- End flashes are outside of VV
VV parity isn't existing.
Truth nuke.
but yeah, they should have coloured lighting, including point lights in vanilla VV.
Yet. We dont know.
emissive desaturation
waves, soft shadows, aces
i think it makes sense to have creator only features for some things, but coloured lighting is major enough that it should be used by vanilla VV.
also, imo waves and soft shadows should both be added as options in vanilla VV.
off by default
You can't say aces when they use their own colour grading profile or whatever its called I forgot nor shadows.
but why not let us just enable them?
Because they still utilise those effects.
None of that is definite proof that they wont turn on point lights for BEDROCK VV
You guys seem to be deadset that it will never happen.
but they are showing mojang is adding features that are not used mainly by vanila vv and are for creators
i think they will add more features focused on what creators need
that vanilla vv won't use
Soft shadows were first...then pixel shadows.
It is not definite proof.
You guys are acting like it is 1000% never going to happen.
I mean, it's possible they decided vanilla VV will only use static_light
because it'll be less performance intensive
Maybe, maybe not.
Gatekeeping generic tonemapper customisation 😔
Maybe static light for lava and point light for...non full.
i still really hope they add point lights for vanilla VV
as like, right now, light sources are the big thing about VV that just doesn't look that good.
the global light sources look great, they have all the fancy lighting effects on blocks, they have the right colours, etc.
but placed light sources don't really look that good, idk if i'd even say they're better than in fancy.
Is local_lighting.json in the vanilla pack files? Could someone check if they are still in there and just changed to the currently non-functional static_light?
This is what I’m thinking.
Then again - Point lights seem to be meant for Torches or even Glow berries.
Whereas static light could just be for solid blocks, which cannot cast shadow if set as a point light.
seems like point lights are gone even with a resource pack that's trying to add them.
not true
they work fine with prizma
huh. odd. I made this pack for last preview using the new format they showed for it.
and it worked last week
prizma with old format works fine
oh wait maybe my settings have point lights off hold on
i forgot they got reset
yeah
okay point lights work
and it seems like their issues from last week have been fixed
but vanilla VV no longer has them :(
i really hope this is a temporary thing and they bring them back, as point lights feel way too important to just leave out. VV feels unfinished without them, the surface and end get nice light effects while caves get "fancy but yellow and less smooth"
hey al3xis i have a question my night was looking perfectly fine and dark now it seems broken not sure what i did wrong
it fixed itself nvm wth
Now that we have a working reshade, once could make a reshade add-on that'd enable HDR display support in RTX and VV
VV supports depth buffer in reshade, so here's a depth of field filter
That's fire
I think we're gonna need to make a custom add-on to support depth buffer in the vanilla graphics
🔥 🔥

The first time renderdoc is running in bedrock on windows
was bored, put soul fire inside honey w/ rtx
-# this is using the vibrant visual mers maps, with some adjustments to emissives so they actually look right
blueberry grove/blueberry blossom
preview experience was strange on playstation 5 pro so im on my phone
pointlight low setting still viable but things be brokey
they don’t work at all on my PlayStation 5 pro anymore
the screen tearing when going above 60fps is still present there too, though slightly improved possibly
water does feel noticeably better
i wonder how iphone 17 pro max would run this
tf is veka cooking with reshade😭
i used to use reshade back in 2021 in simulator games
i used to use reshade with the sims 4
I think in bedrock the bigger utility of reshade is in making a custom addon that would enable HDR display support for VV and RTX
what's reshade?
There is already an addon that can enable HDR output, but it simply applies reverse tonemapping to the SDR image so the colors are wrong. It would be better to make a custom addon specifically for bedrock that would use the true HDR color buffers
Basically, a program that can be injected into any game and it would add post processing shaders that can operate with color and depth of pixels. So, it can add effects like bloom, SSAO, SSGI, SSR, DOF, dithering, color LUTs etc
This is an example of a DOF effect (that blur is created by reshade in-game)
I wAnt totryssgi with vv
What gaussian blur?
? reshade
What's being blurred?
entire scene.
It's not noticeable tho
this is probably more noticeable
I was using 0.1 in the previous one
I've noticed that in order for your lighting/atmospheric/colour grading files to be properly applied, you need a client biome for all the biomes it'll be applied to, so I've been going through every biome and writing client biome files with a blank components list. Is there any better way to do this?
uemboss.fx
How reshade work?
Are you asking how to install it or how exactly reshade functions and how it's able to do what it does?
The second
It was like replace the whole game shader, can even add graphics techniques feature
Afaik it’s like a post processing type of thing
it's always been possible to use renderdoc on the UWP version of the game though it's very involved
not that it matters anymore
- Enable loopback via
CheckNetIsolation LoopbackExempt -is -n=Microsoft.MinecraftUWP_8wekyb3d8bbwe - Launch Game and suspend it shortly after (can either be done with minimizing to taskbar or programatically w/ ntdll's
NtSuspendProcess) - Inject RenderDoc
- Unsuspend app
- Capture via the RenderDoc Desktop UI since the keybinds won't work on UWP (and the file destination won't be accessible)
- Profit
Really? I don't remember having ever done that tbh
yeah
Oh that reminds me. We don't have to use the loopback exemption anymore for connecting to Minecraft from a local app now, don't we
Nope!
The GDK version seems to be just as flexible as any regular Win32 app in terms of Windows API access
This is fantastic and terrifying imo. If the JS scripting engines they use have any ace or even just their own code does its way more fucked up now
in a scenario where a JS engine has an ACE you're worried about minecraft
It actually did for awhile lmao
Qjs
i heard in this server they might move to v8 at some point
if an ACE in v8 is found the block game is the least of our concerns
At least they overhauled packet deserialization before the switch 
what did they overhaul
or was this pre 1.21.80
This was a while ago, wouldn't be able to date it. I'm referring to the switch over to expected-like error handling and error tracing that they added to packet deserialization.
dat stuff
Strawberry Vibrant Enhanced V2.1 with Reshade
are these path tracing?
love it.
No, it's vibrant visuals
amazing
Does this actually give creators control over weather related stuff?
i have to try this now

is that the entire file, or does this go into your global atmospherics?
um it's internal config
yup you can't change it by resource pack

valve please fix
I thought you can change internal configs via packs, after all isn't that how strawberry used to do it?
no
How'd strawberry do it then?
just replacing existing configs with custom configs, not via resource pack
They never did? Strawberry started as a mod to vv that changed config files and you would have to replace game files yourself
Then they released color grading pack that was just simple color grading pack
Oh, I thought the files were included in the resource pack
And now they are making their vv pack
I didn't realise that you had to manually replace them
No that’s impossible

i wanna giving up relying solely on betterRTX for shooting
betterRTX is better
I don't want to shoot vv's flowing water in caves lol
It's just grey
moobloom confirmed 🔥 🗣️ 🔥 🗣️
🔥
the black spot, idk why it appears and i cant make it render in the good way
what do you mean "the good way"?
like removing the dark spot
like this
i might be wrong but i think AO is broken on custom leaves
awwwn mann
guess im gonna make it opaque-
i might be wrong though
what's your light dampening set to?
whats tha-
it determines how much light the block stops
oh that could be too high
mess around with values between 1-5
alr
looks awesome
i think im gonna go back, redo the noise, make it smaller and add a bit more dpeth in the color
but this is the same noise used for volumetrics
just the volumetrics version is in 3D
heres what the texture looks like without editing
when will we get transparency on clouds 🙏
it fixes the black block issue
but now im not getting shadows
😭
try higher values
it might work i did have the image file formatted wrong
remove face culling
you can have transparency. it just doesnt do anything
oks
but whyyyy 😭
ik, thats why i want it so badddd

tyyy 🔥
voted
idk if my textured clouds will be popular with people but i wanna try it lol
Vanilla reforged needs something for it to stand out
same
still no diff
cumulus clouds fr
well ambient occlusion on custom blocks has been broken for a while, so i don't think you can do much abt it :(
I had made some custom clouds using noise nodes in substance and it looks ngl
Just that vv clouds doesn't support transparency stressed tf me out lol
😭
thats exactly what im doing lol
i have a cool idea. but it will involve bumping the cloud resolution
which is fine
im probably gonna double the res
yea ik. what i wanna do tho can make use of the extra res
I wanna mix multiple noises together to get a kinda detailed cloud map
yeah i once made a massive cloud
so like mix of like stratus looking clouds with cumulus clouds and stuff
ill probably need at least 1024 to get what i want but
it might look insane
you gotta show us
will when im done

lol

i legit had a dream about multi-layered clouds in vv
huge cloud
wait till u see the one i made
the clouds are all so different and varied. it makes the sky a bit less bland imo
this has made me realize my waves need work
me when enjoyed making clouds
Spent 4 days making them
oh wow
what was the result
this is mine
super simple
cool
what's that software?
very old pics tho
these are some of the clouds in my abandoned side project
(it goes on further behind me)
WOW. HUGE
here's the full size:
(it doesn't all fit in my render distance)
would be cool if vv clouds have roundness on corners
I would go even simpler and design the texture in blender with a few simple noise nodes
8/10 looks great.
Would be a 10 if it wasn’t for the grey patches.
It's something I'm gonna trial run. I like the idea of clouds having some "texture" to them
But thanks
It's never been done before as far as I can tell so let's see how it goes
Series S reflections on PC
(renamed the console_1 config in reflection_configs to reflection_configuration.pc.json)
or maybe console_2 is series S actually.
ultra seems mostly the same between the 2, but everything below that doesn't work at all on high, so console_1 might be xbox one? i'd have assumed "console" is xbox one, "console 1" is XSX, "console 2" is XSS and "console 3" is PS5, but that seems to be wrong
ok yeah "console" and "console_3" are XSX and PS5, it seems? Not sure on which is which.
not sure why one of them is more foggy than the other, either
i haven't touched the settings, just swapped the reflection config file.
this thing did not need so many config files. Just do "mobile", lastgen", "currentgen" and "pc", why does it need a separate file for every platform, that's what leads to VV being buggy and inconsistent
Nintendo Switch VV config appears almost identical to Xbox One: it doesn't work at all unless "ultra" is selected, in which case it's a similar reflection to what you get on Series S right now. Probably not exactly the same, but the end result is pretty much the same.
I can double check the file history because they used to name them after the platform.
o, weird.
they name all the others after the platform still
just these 4 aren't.
either way, they need to fix the console_2 ones. Series S should not have such terrible reflections.
and it doesn't seem like a particularly difficult bug to fix?
console_1 and the rest were added in 1.21.90.20 but console was 1.21.70.24
There used to be renderer\reflection_configs\reflection_configuration.console_gen8.json as well as well as gen8_5 and gen9
huh. strange.
so is it known like, which is which here
because console_2 is the exact same as the series S from my testing.
console_1 i assume is xbox one, but it doesn't match PS4. I'm only assuming that because it's worse than console_2.
console and console_3 have properly functional reflections.
Based on the target resolution:
1280x720
1920x1080
2560x1440
mojang should just replace the console_2 reflection config with either console or console_3 (ideally console, because less foggy i guess)
or change all of them because it's odd that the XSS/last gen "ultra" isn't available at all on PC, and that anything below "ultra" doesn't work at all on last gen.
instead, PC "medium" is already better than "ultra" on those platforms, and PC "low" just doesn't have reflections at all i think?
realistic 👍

🏳️🌈
When the clouds start to rain acid
lol
What's interesting about this is I had a completely different shape and color (all of them are white)of clouds texture.
I just forgot to convert greyscale to rgba (rgba merge)
mr.nocturnedoggy woof woof pack /j
lol
dm me when it's out
i def wanna check it out
very soon
epic
rotated sun by 45° inspired by photon :3
omg this looks insane



retty
