#Graphics General

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wise hinge
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and result
looks fine

thorn bison
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ah

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still looks very cool

wise hinge
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depricated vv's flat uhhhhflashbang flashbang clouds here

thorn bison
#

lol

tribal trail
#

woof woof pack

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noted

silent zealot
tribal trail
#

THAT'S WHAT HE SAID

thorn bison
tribal trail
#

ahh

silent zealot
wise hinge
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catjump1 catjump2
catjump3 catjump4
πŸ•β€πŸ¦Ί

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im not a dogwaaaaaa

wise hinge
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default vv adjustments.

willow needle
wise hinge
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my wifi be like

thorn bison
wise hinge
deft cradle
#

Yo I swear I had a dream about this

true tree
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i cant find gamelaunchhelper.exe on my laptop and teres no Minecraft Preview for windows folder inside my xboxgames folde

pale urchin
true tree
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1.21.120.2

pale urchin
earnest sierra
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Deferred back when it first launched

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An old screenshot I had that I just found

white willow
#

Oh man

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The nuclear water

daring jewel
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But those shadows are crisp

dim star
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why does adding a single torch with point lights on lower my fps by 60 😭

dim star
#

yeahhh it seems like waves are too

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waves crashed my computer multiple times when trying to add them to a pack lol, to get a gist of my specs i can run games like OW2, titanfall2, and fortnite with them being stable (fortnite being at least 60fps)

white willow
#

OW2 is a very well optimized game, titanfall runs on a very old engine, and Fortnite, well fortnite is optimized quite poorly tbh

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Point lights are very hard to optimize for. Most games try to avoid using realtime point lights cuz well, yea

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You usually bake a point light or use mixed lighting, neither of which mc can utilize

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Best they can likely do is try and cache point light data shortly after placing them, only issue is changes in environment (like you walking over it) would likely reset the cache and cause lag spikes and stuff

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Or... just doing colored floodfill

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Which looks like they might be doing that

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But the big thing here is Minecraft is an incredibly hard game to optimize for

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Completely random worlds where literally anything can happen. I mean there's a reason the game's lighting system is so simple

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Majority of tricks game devs use for optimization don't work here, so usually have to rely on expensive realtime techniques and trying to do those fast is... difficult to say the least

quick nymph
dim star
silent zealot
#

Ive never had perf issues with waves.

dim star
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I didn't have issues with waves before the recent previews

quick nymph
dim star
#

to put it in perspective: vv without waves I get around 120 fps

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With waves I get <=30 and after a lil bit it turns my computer off

quick nymph
#

That is weird!

dim star
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Yeah

true tree
pale urchin
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(make a backup first)

tropic rampart
#

i wish they did both. Let us have point lights optional, if you're okay with the performance downsides of it then why not? if not, you'd still get colored lighting, it just wouldn't look as good.

white willow
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Colored floodfill looks really good

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Yea it doesn't get shadowing but

wise hinge
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How is the colored lighting implemented in most java shaders?πŸ€”

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I know they aren't point lights

tropic rampart
#

this stuff just wouldn't be possible without point lights

ornate hollow
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Point light shadow need

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I mean don't remove point light

wise hinge
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-# I was hoping for point light removal

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Just to be sure. I'm bad at reading english, but do these sentences mean that a higher color temperature causes the image to be warmer? (i know the actual behavior is not like that)

languid mirage
white willow
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Cuz... with temperature, a higher value is cooler and a lower value is warmer

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If it's based on Kelvin

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Unless the way they explain it is weird

unborn moss
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what pack is this?

jagged badge
sonic canopy
#

I think Mojang is wrong here, increasing white balance temperature should make the image warmer, as this is the behavior in image editors and cameras

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In the real world, light sources that emit light due to temperature have a cooler color when the temperature increases. This is why hotter stars are blue and cooler ones are red. We also use color temperature to judge how "warm" a light source is, and we use the same scale, i.e. higher temperature = cooler color. White balance is supposed to compensate for the temperature of a light source. So if you have a "warm" light source (warm perceptually; more red than blue; lower color temperature) then you should specify a low temperature for the white balance. Ideally, the exact temperature of a light source, if you know it. So, for light sources, increasing color temperature should result in cooler colors, while white balance does exactly the opposite - increasing color temperature should result in warmer colors, because you are trying to compensate for the color temperature of the light source and make the image appear neutral white.

This video explains it in a more entertaining way
https://www.youtube.com/watch?v=mqZm6u12RJA

Go to https://brilliant.org/minutephysics to try everything Brilliant has to offer for free for a full 30 days, and also get 20% off your annual premium subscription!

If you take a piece of white paper into different lighting conditions, it will be an objectively different color in each situation, but our brains are clever enough to make us fee...

β–Ά Play video
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The whole color temperature thing is very confusing tbf, especially when physics disagrees with what we expect a warm or cold color should look like

jagged badge
quick nymph
sonic canopy
#

To be clear, documentation is wrong but the current behaviour is correct

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Someone should probably file a bug report on the learning portal website

quick nymph
silent zealot
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What's wrong with the documentation again?

sonic canopy
# quick nymph Yeah, currently color temp acts like white balance, correct?

Correct behavior for white balance is the image getting "warmer" (more red) with increasing temperature, and for color_temperature to do the opposite - become "colder" (more blue) with increasing temperature. I haven't tested it myself, but if people are reporting that documentation and actual behavior are different, then it's a bug in the documentation and not in the implementation of color temperature in-game

#

It's counter-intuitive but it is the standard that we use everywhere, in cameras, lights and image editors

quick nymph
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I think that the docs are wrong because last time I got really confused that color temp works by cooling when increased.

sonic canopy
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The docs are wrong, not the in-game implementation

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Oh wait that's what you said lmao, my bad

wise hinge
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I thought it was a bug because it was doing the exact opposite of what the documentation said lol
I've been confused about that since when color temperature was implemented

quasi trench
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but blue stars are hotter than orange stars mojang

quick nymph
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How do you find the resourcepacks folder now mc is gdk?

silent zealot
wise hinge
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🏜.

dusky lagoon
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@wise hinge which pack

wise hinge
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doggy pack

dusky lagoon
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@wise hinge on mcpedl

wise hinge
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no

wise hinge
wise hinge
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color temperature 7000k

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color temperature 4500k

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whattttt

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in editor: 8980k >> cool image
4906k >> warmer

wise hinge
# wise hinge color temperature 7000k

but sometimes works inversely waaaaaa
Has anyone experienced this issue? It's been an issue for me since color temp was implemented
I'll make a bug report anyway

daring jewel
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i dont use this feature, like i just removed it from the color grading file. also for some reason setting this to false and removing the component does seperate things.

wise hinge
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i won't use temperature stuffs but global color grading works correctly and per biome color grading works inversely lol

white willow
fluid holly
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is there any way to get trees to get that fluffy look when it comes to the sss in bedrock like in java? idk how to explain but the trees look less blocky and individual but lit up altogether

white willow
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And it also comes down to how you configure your pack

fluid holly
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right so its possible to get a similar look but in a different way

white willow
#

Yea

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Like for example

white willow
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Most java shaders don't really do it "the right way"

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Afaik VV does it "the right way"

fluid holly
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thank u

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im starting to make a pack so this is very helpful

white willow
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No problem

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I'm planning on releasing a few VV centered tutorials in the next coming days as well

fluid holly
white willow
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The PBR portion should be coming out soon. Just have to edit it

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There's going to be three videos, part 1 is PBR, part 2 will be lighting and atmosphere, part 3 will color grading and water

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Or maybe I'll release atmosphere and lighting first

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I just haven't recorded it yet

white willow
thorn bison
white willow
white willow
blazing whale
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Strawberry Realism R1

white willow
wise hinge
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smash

white willow
# blazing whale

as a bit of feedback, id say these normals are, quite a bit too strong. im not sure what you used to make them but adding a bit of blur to the height input beforehand would help, as well as possibly using a normal with a sobel filter instead

white willow
deft cradle
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dam

white willow
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downscaled the stone to 256x, 256x raw gold and refined gold

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adjusted the roughness of refined gold

tropic rampart
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makes me wish i had a rtx capable pc :<

sonic canopy
# white willow

Are you just testing some stuff or do you plan to release it?

white willow
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but doubt ill ever do a full pack with this

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literally im just bored and was like "lets make some high res textures for the hell of it"

sonic canopy
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I'd be interested to try it out

white willow
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eh gonna tweak the roughness a bit

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outer part could be a tad shinier

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one sec again

fluid holly
#

is there a program or something where i can edit values etc whilst previewing what they look like without having to create a pack and loading into a game everytime im very new to this

fluid holly
wise hinge
brave star
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is there a way to turn off auto exposure

quick nymph
brave star
quick nymph
brave star
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no, I havent.

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im on pc.

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ill just look for it, thanks.

quick nymph
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Then paste this: C:\XboxGames\Minecraft Preview for Windows\Content\data

brave star
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can you do this only on preview?

quick nymph
brave star
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can you just share the path

quick nymph
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Well I don't have the path for vanilla

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I mainly use preview for VV because it is much more recent and updated

brave star
#

why is it so hard to find the location for this..

silent zealot
brave star
astral hatchBOT
silent zealot
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@brave starAbove.

brave star
quick nymph
# brave star thanks.

If you haven't already found it it's in the deferred_lighting_config under the name of localexposure

brave star
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either way, I couldnt edit it properly

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im just hoping we are going to have the option to disable it in the future.

sonic canopy
iron moon
wise hinge
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damnn so pretty!!!!

white willow
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high res cobble. i kid you not this took forever

iron moon
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i kid you not this took forever

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What does this sentence means

white willow
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Reason I say that is cuz the texture doesn't look complex, and isn't complex

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Getting it to look good tho

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Or at least look passable

iron moon
#

I kinda got it but I wasn't sure. Ty

wise hinge
#

I hope mojang fixes this milk water within the next year

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I can see they are getting sky light? too much

silent zealot
wise hinge
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it's hard to describe

wide pelican
# silent zealot Wdym milky?

Easiest place to notice this is in swamps, SSR doesn't seem to display correctly or at all without direct skylight access. It looks like it falls back to just displaying the albedo texture with basic floodfill lighting in those situations.

pale urchin
wide pelican
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After checking in game I agree. Does this have a jira ticket somewhere?

silent zealot
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Is it just related to ssr and water?

pale urchin
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Water

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Though we should check if "mirror like" blocks have the same problem

daring jewel
wise hinge
tropic rampart
daring jewel
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they dont say fog so not sure

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but hope so

pale urchin
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Anyone else's "Adjust Gamma" not doing anything in vanilla VV?

languid mirage
languid mirage
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But that’s not the case

white willow
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Ok this is so funny (sorry for the phone pic, not on my main Xbox account)

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Ik it's been brought up many times but

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The reflection config in series S is so funny

tropic rampart
white willow
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There's no reason I can't see the top of the block lmao

tropic rampart
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can we like, submit the fix to mojang? send them a fixed version of the config files and just ask nicely to implement it?

white willow
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Yk what's also really bad

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The shadow configs

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They are so mushy compared to both pc and mobile

tropic rampart
#

is that a series S issue or in general

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huh.

white willow
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Lemme explain

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So with soft shadows enabled the configs across platforms are very different

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On console they are extremely blurred and mushy

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On pc they are blurred but it's a good amount of blur, really nice shadow penumbras on ultra

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On mobile, medium shadows are nice sharp and defined, and ultra look like pc ultra

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I'll get some comparisons

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This could also be a series s issues idk, I don't have an x to compare with

tropic rampart
#

You can edit the configs and check that way

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all the config files are on PC

white willow
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Oh yea good point

tropic rampart
#

just rename the one you want to _pc

white willow
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I'll do it later

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I'm on dog watching duty right now

tropic rampart
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console_2 is series S as far as i'm aware

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console_1, i'm not sure. I'm under the assumption of xbox one, but it doesn't match what ps4 looks like at all, it's significantly worse, which is odd given they're the same console gen. But there's nothing else it could be.
console_3 and console are PS5/XSX. Not sure if both are console_3 and console is unused, or if one is console and the other is console_3, since i don't have either PS5 or XSX to compare them to these configs. They are slightly different.

white willow
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Console on ultra vs mobile on ultra. The shadows on mobile have so much more detail

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Which the mobile ones align with pc on ultra

tropic rampart
white willow
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Also mobile on medium

tropic rampart
#

also like, why are there so many configs, each one having its own issues???

white willow
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This is different from both pc and console

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Idk why there's so many disparities

tropic rampart
#

they should have done one for mobile, one for PC, one for last gen, and one for current gen.

white willow
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It's just weird cuz

tropic rampart
#

instead of having configs on each one, including the switch for some reason

white willow
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Properties of configs also don't line up

tropic rampart
#

ah yes, i love Vibrant Visuals on the Nintendo Switch

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(not switch 2 configs, these match last gen style)

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Xbox One last gen, specifically. not PS4.

white willow
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Medium shadows on mobile use a less intense filter, however that isn't the case on PC. Pc just has more mushy shadows on lower settings as well as much lower shadow distance

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Perhaps the soft shadow configs are overlooked cuz VV is using pixel shadows by default

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But it should be consistent imo

tropic rampart
#

they need to sort these configs out because right now they're a mess everywhere.

white willow
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I think I'd like pixel shadows more if they had softening to them

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I don't like how sharp they are

tropic rampart
white willow
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I'm a graphics nut and like when things have a semblance of realism

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However one sec lemme show what I mean

tropic rampart
#

like complimentary shaders?

white willow
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Yea their pixel shadows are perfect imo

tropic rampart
#

personally i prefer the VV style but those are also nice

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i really like the VV shadows

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but
complimentary has something VV needs

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colored glass shadows.

white willow
tropic rampart
#

yeah

white willow
#

i want to see variable penumbra shadows in vv.

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PCSS is not that hard and would look great

tropic rampart
#

also i wish vanilla VV was more customizable. let us enable waves or soft shadows without needing a resource pack for a single setting swap. Off by default, yeah, but like, it'd be nice to be able to have those things on console while keeping most of VV as is.

white willow
#

i say pcss isnt hard as ive failed to implement it 4 times now

tropic rampart
#

this is the first time i'm seeing it

white willow
#

but is also dependent on the size of the object too

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so close to the casted location, its super sharp

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and softens with distance

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lemme get a comparison rq

tropic rampart
#

I still find it funny that if you turn VV off and on again, you get a version of VV but with colorful water (but no reflections)

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like, it's a bug, but i wouldn't mind it not getting fixed.

white willow
#

standard PCF Filtering

tropic rampart
#

since it means the water is actually visible properly at all times

white willow
#

shadows with variable penumbra shadows (PCSS)

tropic rampart
#

o

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interesting

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tbh i still prefer the first one, i like sharper shadows

white willow
#

my own pixelated shadows implementation in my shader. its harder than soft shadows but still has some softening to it rather than being pixel perfect all the time

tropic rampart
#

yeah this looks pretty good

white willow
#

ok so my shadow softness setting doest work so gotta manually edit code rq

tropic rampart
#

Reflections off vs Reflections low

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why is "low" just "no reflections but 5% clearer water"

white willow
#

pixelated shadows with a larger blur radius

tropic rampart
#

this is PC config, not console. Configs are weird on ALL platforms.

white willow
#

yk its not that bad

tropic rampart
#

i like both

white willow
#

oh dear my SSS method does not like small shadow radius

tropic rampart
#

it goes from no reflections at all to full reflections

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PC doesn't even have that odd "half reflection" thing that Series S has

white willow
#

hm

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let me check the shadow thingy

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do you have to restart the game with every change or just reload world

tropic rampart
#

high and ultra

white willow
#

well ill know quite quick

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which one is series s

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console_1

tropic rampart
#

2

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i think

white willow
#

oh

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uh

tropic rampart
#

console_1 is, i assume, xbox one?

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because while reflections on ultra match XSS, reflections on high do not

white willow
#

this is on ultra with console_1

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it may not have loaded

tropic rampart
#

i guess try restarting the game

white willow
#

the configs arent loading

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cool

tropic rampart
#

this is what console_1 looks like for me

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ultra -> high

white willow
#

where are you putting these?

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i just replaced what was in pc config with the console lod

tropic rampart
#

i renamed pc to pc1

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copied console_1

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and renamed it to pc

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you could also just rename them directly

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also yeah you don't need to restart the game

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this is "high" on the XSS config

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this is what you'd expect "low" to be on PC, rather than it being empty

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Ultra (XSS config)

white willow
#

yea thats bad

tropic rampart
#

it's way better than XSS ultra

tropic rampart
#

ultra and high are identical and barely below the PC equivilants, while medium is just no reflections at all.

white willow
#

wait is there not even sky reflections on medium?

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if so thats still worse than mobile which ahs sky reflections unless on ultra, then both

tropic rampart
#

off vs medium

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(PS4)

white willow
#

i dont see any reflection, not even sky

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those clouds shouuld be seen on the water

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move closer to a cloud im curious

tropic rampart
#

am right next to a cloud

white willow
#

oh thats not what i meant

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i meant like closer to it but from the ground level

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so it can show up in a reflection

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cuz clouds should be visible even on low (they are on mobile)

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lemme swap to default VV rq tho

tropic rampart
white willow
#

ok no its working

tropic rampart
#

the cloud is right above me

white willow
#

for some reason the cloud reflections are just really dark

tropic rampart
#

hm.

#

well
the configs are weird.

white willow
#

thats more of a vv setup issue

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not config in that case

tropic rampart
#

the configs are still weird

white willow
#

yea

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yea cloud reflections are stupidly dark

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oh hey the config loaded

tropic rampart
#

You'd think it'd be: low-medium-high-ultra

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but no, these are actually high, ultra, ultra, ultra

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and the last gen ultra is better than the current gen one

tropic rampart
white willow
#

so can confirm the dark cloud reflections are jsut mojangs VV setup and not config. god this is awful. i think waves makes it look a tad more tolerable tho

tropic rampart
#

yeah

white willow
#

lemme see if my shadows theory is right now

tropic rampart
#

hey, now you can test any packs you make for any platform because of this :3

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you don't need to actually have a PS4, PS5, XSX, Nintendo Switch (again why does it have its own configs), etc.

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just swap the config files

white willow
#

hm maybe im crazy lmao

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also seems im wrong on the shadows being harder with medium on pc cuz they are

tropic rampart
#

like, image 1 has darker shadows, image 2 has ligher ones, image 3 is in between

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but thats all i see here

white willow
#

what i mean by harder is less sharp edges

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or

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whoops

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i meant less soft edges

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left is medium, right is ultra, shadows are softer on ultra

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and by shadow softness i mean more blurred

tropic rampart
#

yeah

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alright yeah i see that now

white willow
#

oh i found out why my edits werent applying before

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somehow i didnt have access to my dang files

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hm im intrigued by some decisions in these configs

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im doing a quick test

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hm

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i dont see a difference here

tropic rampart
#

whatre u checking

white willow
#

the configs use a very high binary search count for SSR on pc at least, which is interesting because that usually nukes perf

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but turning it down doesnt bump perf nor does it make any percievable difference

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lemme test in my own shader for lols

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time to load java again

tropic rampart
white willow
#

binary search DOES make a difference

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its helpful

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but even in my own testing on my shader

tropic rampart
#

yeah but like
you say that turning it down didnt make a difference in the config

white willow
#

it doesnt hurt perf much

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i more meant for performance

tropic rampart
#

a, okay

white willow
#

but what binary search helps with is filling in gaps in SSR

tropic rampart
#

makes sense

white willow
#

probably not noticeable with waves or blocks but potentially in default VV where the water is flatter

tropic rampart
#

interestingly, for point lights they took a much more reasonable approach.

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sure, each platform has its own config

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but the only one with unique lods is the switch

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everywhere else uses lods from a list, rather than each platform having 4 unique lods

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unless they just haven't gotten to making it more buggy by doing way too many lods yet.

white willow
#

im crying bro this is insane

tropic rampart
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Its been broken since VV launched :<

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it worked fine in the previews :<

white willow
#

im so confused rn

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so im looking at the config for console_1

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this just makes no sense

tropic rampart
#

why

white willow
#

first of all, this is a next gen console and the IBL doesnt use importance sampling in ANY of the configs

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ultra for ssr doesnt have gap filling enabled

tropic rampart
#

no console_1 is xbox one

white willow
#

oh

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uh

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nvm then

tropic rampart
#

console and console_3 are current gen

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and console_2 but that's XSS, we know that one.

white willow
#

ok so i can chill on that then

tropic rampart
#

unclear which between console and console_3 is PS5 and which is XSX

white willow
#

so console 2 is XSS

tropic rampart
#

yeah

white willow
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cuz im on console 1 rn

tropic rampart
#

weirdly enough, PS4 is so much better than both XSS and XB1

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like, it feels like they mixed up PS4 and XSS

white willow
#

lemme look into the configs here

tropic rampart
#

is this console 2?

white willow
#

yea

tropic rampart
#

yeah its bad :<

white willow
#

ok so

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it uses a very low binary search count

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that shouldnt be an issue tho

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at least it uses importance sampling on ibl

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linear search is set to 100 steps

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where pc is 600 steps

tropic rampart
#

i wonder why

white willow
#

well bumping step counts does get heavy

tropic rampart
#

whats PC on medium?

white willow
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although idk how VVs ssr works

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like internally

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pc medium is 300 linear search steps

tropic rampart
#

ok so yeah, XSS should probably at least get that on ultra.

white willow
#

higher step count usually = longer range

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but also < perf

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but still. the XSS can do RT

tropic rampart
#

yeah, but if you're playing on ultra reflections, you probably want to actually have proper reflections

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yeah

white willow
#

same with indiana jones

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although indie struggles a lil

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VV is not raytraced at all

tropic rampart
#

the thing is, again, XSS had working reflections in early previews.

white willow
#

250 linear search count

tropic rampart
#

they've proven that they can do working reflections on it

white willow
tropic rampart
white willow
tropic rampart
#

They should go with:

  • low: 50
  • medium: 100
  • high: 300
  • ultra: 500 (or just do the full 600)
white willow
#

lemme see 500

#

im just gonna edit the pc config

tropic rampart
#

thats between high and ultra PC

white willow
#

oh sorry

#

pc uses 800

tropic rampart
#

o

white willow
#

unless i did that

#

lemme check an unmodded file

tropic rampart
#

no youre right

#

800

#

so XSS should have at least 600 ultra

#

exactly in between high and ultra on PC

white willow
#

i dont see why it cant match SX

#

like i know the SX is stronger but like

tropic rampart
#

tbh i don't see why it couldn't do 800 given that my PC can do ultra just fine

white willow
#

this is 600

tropic rampart
#

and it's far weaker than XSS

white willow
#

console_3 uses 300 on ultra

tropic rampart
#

huh.

white willow
#

which is still a bit low imo

tropic rampart
#

yeah

#

again, my PC runs ultra reflections just fine and it's weaker than a series S, let alone a series X or PS5.

white willow
#

console 1 is 50 on ultra

#

πŸ’€

#

but heres the weird part right

tropic rampart
#

this is tragic

white willow
#

why does their SSR need so many steps

#

mine looks fine with only 8 steps

tropic rampart
#

PS4 is 200 on ultra

white willow
#

like in my custom shader

#

maybe im just not understanding how their SSR works but like

#

thats a metric ton of steps

tropic rampart
#

could you like, sneak into the mojang office and fix this for them

white willow
#

no cuz my SSR is buns

#

or well configs tho maybe

#

8 steps with mine

tropic rampart
#

I don't get why PS4 ultra is 200 while XSS ultra is 100

white willow
#

the range is low tho at a distance

#

very low

tropic rampart
#

hm.

white willow
tropic rampart
#

well, however Mojang did it, it generally runs well despite the high numbers

white willow
#

oh yea

tropic rampart
#

still, the configs need work.

white willow
#

that could be the hi-z tracing tbh. idk much about hi-z tracing

tropic rampart
#

because the XSS reflections are not acceptable, and the other stuff is still very odd.

white willow
#

8 steps

#

their SSR is also generally noiseless

#

mine is not

tropic rampart
#

yeah

white willow
#

mine is so noisy

languid mirage
tropic rampart
white willow
#

/weather clear

#

oh

#

oops

tropic rampart
#

Changing to clear weather.

tropic rampart
white willow
#

seems anything passed 800 gives little to no returns

tropic rampart
#

fair enough.

#

i've also been unable to increase the shadow range but maybe i'm just doing it wrong

white willow
#

oh you can barely see the tree reflected on the block

#

although im less concerned about limited block reflection range. thats not a big issue tbh

tropic rampart
#

fun !

white willow
tropic rampart
#

or is there like

#

a bit of an area just off screen thats also reflected

#

i think its the former?

white willow
#

only on screen

tropic rampart
#

i think LBP games did the latter where it also reflected stuff just off-screen

white willow
#

hense the name "screenspace reflections"

tropic rampart
#

but thats on PS3, so more powerful hardware

white willow
#

theres some interesting things you can do to get offscreen reflections

#

but most are not doable in realtime

tropic rampart
#

hm. i wonder how LBP did it then

white willow
#

lbp likely did planar reflections

#

or

#

they did static baked cubemaps

tropic rampart
#

since thats just as real time as minecraft

white willow
#

they look good but are super expensive

#

so have to be used in small amounts or on small surfaces

#

static cubemap reflections are the most likely

tropic rampart
#

LBP let you do reflections on multiple surfaces at once i think. plus like, water, which could cover the entire map.

tropic rampart
#

and not real time reflections that can be affected in major ways

white willow
#

you can do realtime cubemaps too but idk if that was common back then

tropic rampart
#

well, however they did it, LBP is a game that lets you build stuff, and has a lot of physics objects with proper destruction physics, so it couldn't be anything completely static.

white willow
#

now what you can do is take ssr right, and then record the SSR information to a cubemap, and render said cubemap when offscreen

#

its not amazing but it does work

white willow
#

oh right i have depth of field on with BetterRTX

#

oops

tropic rampart
#

like you can see the object being reflected is not on screen

white willow
#

long range reflectionssss

tropic rampart
#

some day for sure, eventually i'll have to upgrade it

white willow
#

i need to fix my betterRTX configs. they a bit scuffed rn

tribal trail
#

is it only me or evey pack now looks a bit colder and less foggy

white willow
#

as of the newest preview?

#

or just in general

tribal trail
#

newest preview

white willow
#

idk havent tested

tropic rampart
# tropic rampart

also, LBP allowed you to have multiple reflective surfaces on screen at once

silent zealot
#

I havent noticed any changes to the renderer folder.

tropic rampart
#

i wish we had hardware as powerful as the PS3 nowadays.

white willow
#

lemme update my preview and see whats up there

long ruin
#

hi

white willow
#

oh ms store upadtaed automatically

#

cool

white willow
#

preview vs release

white willow
#

adding more progression to my sky colors throughout daytime

#

The sky will get more blue as time goes on

tribal trail
white willow
white willow
#

dear mojang

#

please please please PLEASE expose atmospheric_weather files to creators

#

theres too much here to be hardcoded

#

rain + really weak directional lighting

wise hinge
#

fr

white willow
#

also the fact that theres two different sky colors based on wehther its a thunder storm or normal rain is so cool

#

idk having the very soft shading just looks nicer imo

#

i do wish however we could also adjust the color of VL during rain

wise hinge
#

umm that's cool
it shouldn't be hard coded lmao

cedar pumice
blazing whale
#

Dirt (chocolate)

white willow
#

inverted colors on clouds making the middle parts darker

#

kinda looks cool

#

cuz like irl, clouds are brighter at the edges

#

truly volumetric

languid mirage
wise hinge
deft cradle
#

Yo that emoji is frying me

wise hinge
wise hinge
tribal trail
#

i see a difference even with vanilla vv

#

release

#

preview

#

it has a green tint

wise hinge
thorn bison
#

tbh i prefer release

tribal trail
#

it's not just color grading change in vanilla vv

wise hinge
#

I'm afraid of testing with my pack

tribal trail
#

it's hard to compare when camera is not positioned the same way

wise hinge
#

ah

silent zealot
#

Has anyone actually compared between this week and last. Not this week and release?

#

This is likely related to the new biome blending.

tribal trail
silent zealot
#

Not based on memory.

#

It's due to the biome blending system that's why.

leaden stump
#

Does anyone knows how to fix Lazurite 0.5.0 giving this error UnicodeDecodeError: 'utf-8' codec can't decode byte 0xe3 in position 313: invalid continuation byte but it worked perfectly find on Lazurite 0.4.2

fading kindle
#

guys

#

no nsfw and off topic but i have to say in case u didn't notice this channel now have 69 bao_logo_rtx reactions

fading kindle
wise hinge
#

thanks you got a cookie

thorn bison
fading kindle
tribal trail
fading kindle
#

69 !

tribal trail
#

you sure?

fading kindle
#

Aughhhhhhhhhhhhhh

wise hinge
tribal trail
#

68 now

#

70

thorn bison
tribal trail
thorn bison
#

you monster

iron moon
white willow
#

found out something neat. the shadows fit into the heightmaps and get the normal "height" from them

#

idk if i do or dont like this but its neat

deft cradle
cold vortex
white willow
wise hinge
quick beacon
#

BetterRTX on an Ultra Wide 1440p monitor.

blazing whale
#

Added mud block 2K

deft cradle
#

scaring me with these pics

cold vortex
cold vortex
wise hinge
#

-# butter on bedrock /j

thorn bison
wise hinge
#

1M kcal buttercat_depressed cat_depressed cat_depressed cat_depressed cat_depressed

wise hinge
fading kindle
white willow
wise hinge
white willow
#

ok so im messing around with some of the shadow_configs jsons

#

i REALLY think the shadows_json should get one option from there at least, maybe 2

#
  1. shadow pcf width per cascade level.
  2. cloud shadow contribution
#

or soft shadows should be less soft by default tbh. by default they can get really mushy quite easily

#

left is edited right is default. i do think the PCF filter used is very good. the penumbras are really nice however, being able to reduce the softening, or just using less in general would be better imo

#

small objects like grass though get destroyed by the filter

#

this is were PCSS would come in handy, or some kind of variable penumbra shadowing

#

but

#

still, should be optional

#

left is pc ultra, vs modified pcf width

#

you can see that the grass gets kinda mushy

#

i should just make a feedback post. idk if thats even really worth tho

unborn moss
unborn moss
tropic rampart
#

i feel like at some point, they will.

#

not in the particularly near future, but when the next gen consoles are here and more devices can do ray tracing, i could see them making another attempt at it. Before, it didn't really make any sense to focus on it when most people wouldn't have been able to use it anyway, and that's still the case now, but in 5-10 years it might change.

white willow
#

holy crap ive just found something really huge

#

so im making a resource pack that uses pretty much all vanilla VV stuff (without the biome configs) and i was just messing with tonemaps

#

reinhard (basic), generic (default vv), hable, and aces...

#

generic is genuinely i think one of the main issues with default VV im gonna be so real

#

i think hable captures the vanilla look far better than generic's weird color mashing

#

all of this with mojang's default lighting, atmosphere and color grading btw

#

im making a pack rn that contains all of vanilla VV (as of 1.21.90) and just see how that changes things

white willow
#

left vanilla generic, right hable.

#

hable, generic

#

lemme see reinhard

#

reinhard isnt too different from hable

#

this looks so good

deft cradle
#

let me try rq

#

@white willow aces and hable

#

reinhard

#

reinhard luminance

#

reinhard luma

#

it mostly depends on the pack ngl

white willow
#

nice to know reinhard luminance is still dookie

deft cradle
#

that sun was too yellow

white willow
#

im making a few adjustments to the vanilla VV configs

#

while retaining the look

#

vanilla with my small tweaks, vs vanilla

#

vanilla and my edit

tribal trail
#

it shows colors incorrectly

#

and some of them get weird tint sometimes

white willow
#

edit vs vanilla

#

no i didnt increase fog

#

my edit vs vanilla

#

edit might be a tad too bright atm

#

but its just a concept

#

the point is to kinda just show vv with a bit more appealing colors

#

im gonna tweak it some more in a few. get it closer to vanilla

#

I'm gonna test a different tonemap

#

I'm gonna try and make this actually look like vanilla MC which vanilla VV goes for

#

I have ideas

deft cradle
graceful iron
#

A preview of the next Vibrancy update
(The 300% Better Update)

wise hinge
#

smash that statue

blazing whale
wise hinge
#

yes I am a cat
who called me a dog deserves thousand times of cat punch

tropic rampart
leaden stump
#

Guys, does anyone knows how to fix Lazurite 0.5.0 error when I Compile Material Bin Shaders : Failed to match file magic, when it worked on Lazurite 0.4.2

wise hinge
thorn bison
wise hinge
peak crypt
quick beacon
#

I really wish Mojang kept on updating RTX

silent zealot
#

Nah.

quick beacon
deft cradle
#

my room was as hot as an erupting volcano with RTX

long ruin
graceful iron
iron moon
#

I'm sure that when hytale comes out rtx is gonna be updated

languid mirage
iron moon
#

Hytale was cancelled...

#

That was the joke

languid mirage
white willow
#

progress on my remake of default VV

#

the goal is to keep the look pretty much the same but with better color palette

white willow
#

brought things even more in line with vanilla

long ruin
#

what default should've been

white willow
#

although i think for style purposes the earlier, brighter version with yellower sunlight looked a bit better to me

#

with the brightness tuned back a bit, it might not be too bad imo

#

and also i did like the thicker fog brought in with the stronger sunlight, but that may also just be me

#

right is the older version with the yellower sunlight

#

but the skies matched up less

#

and default vs the current version of the edit with more vanilla colors

white willow
long ruin
#

Yeah, default seems too washed out

white willow
#

its weird cuz like

#

its really saturated. like super SUPER saturated

#

but also insanely washed at the same time

#

most of the issues are the tonemap operator

#

afaik generic is a custom tonemapper, and it needs some work imo.

#

generic feels like its meant to capture the look of vanilla mc, but it doesnt do that very well, and the way it handles colors just looks/feels wrong. it like bleeds colors together. its not great

wise hinge
#

tf they uses very high rayleigh

white willow
#

It's fine for generic

#

But if you swap it you have to reduce it quite a bit

#

Reinhard is somewhat ok actually but hable and aces get destroyed

thorn bison
bronze galleon
#

So gotta put min and max to 0?

sonic canopy
#

Put them to the same value. The exact value depends on how bright you want the game to look like. If 0 is too dark, use a higher value. If it's too bright, use a smaller (negative) value

bronze galleon
sonic canopy
#

What issues?

bronze galleon
#

color not matching

#

to each screenshot

sonic canopy
#

Could be due to bloom

ornate hollow
#

Better rtx sub surface scattering when?

thorn bison
white willow
#

ive figured it out

#

i know how generic works

#

and well unsuprisingly

#

its generic

#

it takes colors as they are

#

lets say you put a test color into photoshop right

#

and you copy the rgb values into your pack.

#

they will come out exactly as they look in the photoshop color wheel

#

errr near exact

#

but basically the big thing with generic and why default VV looks flat with it (and by extension any pack trying to work with it) is because of how literally it takes colors

#

most tonemaps have like "hot points" which are basically points that are like clipping towards white. generic doesnt have that. its all just single shade

#

with a ton of work and color grading magic you can get a decent looking generic config, however it will suffer from the flatness

#

but also generic comes with a fun problem, especially with fog where uh... it kinda just... doesnt blend lmao

#

like it looks ok but its so painfully flat

#

especially when compared to like hable for example

#

yeesh. left is hable

#

genuinely for any creator, just do not use generic. making it work is just not worth your time im serious

sonic canopy
#
vec3 TonemapGeneric(vec3 rgb) {
    float peak = max(rgb.r, max(rgb.g, rgb.b));
    vec3 ratio = rgb / peak;
    peak = pow(peak, GenericTonemapperContrastAndScaleAndOffsetAndCrosstalk.x);
    peak = peak / (GenericTonemapperContrastAndScaleAndOffsetAndCrosstalk.y * peak + GenericTonemapperContrastAndScaleAndOffsetAndCrosstalk.z);
    ratio = mix(ratio, vec3(1.0f, 1.0f, 1.0f), pow(peak, GenericTonemapperContrastAndScaleAndOffsetAndCrosstalk.w));
    return peak * ratio;
}```
#

You're right, it pretty much just takes color and pushes it towards white based on brightness. It's quite customisable but the customisation is not exposed to creators so it could be treated as a hardcoded tonemapper of vanilla Vibrant Visuals

white willow
#

so... what your saying...

#

is it could be really good

#

but we dont have any of it

#

WHY

sonic canopy
# white willow is it could be really good

Not sure about good, you could take the code and try it out in your shader if you're curious. But we are pretty much missing most of its customisation like contrast, scale, offset and crosstalk. Tbh when that tonemapper was first introduced I was expecting for these parameters to become available to creators at some point, but that never happened

white willow
#

although idk if that would help the terrible mixing of colors. cuz as i showed the fog doesnt even like mix correctly

white willow
sonic canopy
#

GenericTonemapperContrastAndScaleAndOffsetAndCrosstalk is just one uniform, its value is not in the source code but I'll look up the default value that the game uses in a sec

white willow
#

alright. that would be helpful. just to see kinda how changing that might affect things

sonic canopy
#

Don't even get me started on the FirstPersonPlayerShadowsEnabledAndResolutionAndFilterWidthAndTextureDimensions

white willow
#

what the hell

#

these names are insane

#

kSquaredInverseSquaredMieEccentricity this is a fun one

long ruin
sonic canopy
white willow
#

id rather know what it does yea

#

but still its so long

#

two incredibly different results with various values

#

the tonemap could be quite interesting

sonic canopy
#

vec4 GenericTonemapperContrastAndScaleAndOffsetAndCrosstalk = vec4(1, 0.997265, 1.36752, 25);

#

Default values in VV

#

Although, it appears like mojang updated generic tonemapper code

white willow
#

might be how my shader is configured rn. but it does look like vv to an extent

#

my lighting is kinda cooked rn regardless

#

yea it pretty much looks like VV

#

yea so things that are bright, take priority

#

so reducing the w parameter actually helps with that

#

but it also desaturates things

#

i think we should get this customization, it just seems really sensitive

#

i dont really think its all that great even with it tho.

#

although this does look neat

sonic canopy
#

Ok so this is the new generic tonemap

vec3 TonemapGeneric(vec3 rgb) {
    vec4 GenericTonemapperContrastAndScaleAndOffsetAndCrosstalk = vec4(1, 0.997265, 1.36752, 25);
    vec4 GenericTonemapperCrosstalkParams = vec4(8, 0, 0, 0);

    float peak = max(rgb.r, max(rgb.g, rgb.b));
    vec3 ratio = rgb / peak;
    peak = pow(peak, GenericTonemapperContrastAndScaleAndOffsetAndCrosstalk.x);
    peak = peak / (GenericTonemapperContrastAndScaleAndOffsetAndCrosstalk.y * peak + GenericTonemapperContrastAndScaleAndOffsetAndCrosstalk.z);

    return pow(
        mix(
            pow(ratio, vec3(1.0 / GenericTonemapperCrosstalkParams.x)), 
            vec3(1.0), 
            vec3(pow(peak, GenericTonemapperContrastAndScaleAndOffsetAndCrosstalk.w))
        ), 
        vec3(GenericTonemapperCrosstalkParams.x)
    ) * peak;
}```
#

One more parameter to play with

white willow
#

lets see how this looks

#

yea i mean

#

it looks like VV

#

even shows the lovely color banding

sonic canopy
#

Make sure to set your color buffers to r11_g11_b10 and disable dithering to get the full VV banding experience

white willow
#

ah im currently using RGB16F

#

let me change that

#

i dont do any dithering atm tho

#

lovely

sonic canopy
#

Feels like home

white willow
#

what i can say is the new generic is way less sensitive to changes

#

however. i have no idea what GenericTonemapperCrosstalkParams it makes no difference

#

and it only uses the x which... why isnt it a float at that point

sonic canopy
#

BGFX doesn't support float uniforms, that's probbaly why

white willow
#

ah

#

ok im going back to rgb16f

#

banding is basically gone. unless its like a driver reason to use the other one

#

got a config that actually doesnt look to bad.

long ruin
sonic canopy
#

I think VV uses such a small color buffer format for performance on mobile platforms, but it is a mystery to me why it's not using any form of dithering to combat the color banding issue

white willow
#

yk.... this looks pretty cool i cant lie

sonic canopy
#

Which values did you use?

white willow
#
 vec4 GenericTonemapperContrastAndScaleAndOffsetAndCrosstalk = vec4(1.15, 0.997265, 0.71, 5);
    vec4 GenericTonemapperCrosstalkParams = vec4(15, 0, 0, 0);
sonic canopy
#

I wanna try making a material.bin modification with these rq. Luckily with uniforms there is no need to touch actual shader code and it's possible to just modify uniform values directly instead

white willow
#

i am interested in seeing how this works in vv

#

cuz my shader just in general is very different

#

honestly its not even all that bad on these settings

sonic canopy
#

after/before

white willow
#

yea that is a tad nicer tbh

sonic canopy
#

if u wanna try editing it yourself:

  • lazurite unpack ./ColorPostProcessing.material.bin
  • go into ColorPostProcessing/uniforms and edit uniforms prefixed with CUSTOM_
  • lazurite pack ./ColorPostProcessing/
#

That material is for a preview version and requires lazurite 0.5.0 to work with

white willow
# sonic canopy if u wanna try editing it yourself: - `lazurite unpack ./ColorPostProcessing.mat...

im still a bit unsure on lazurite atm

Traceback (most recent call last):
  File "<frozen runpy>", line 198, in _run_module_as_main
  File "<frozen runpy>", line 88, in _run_code
  File "C:\Users\stone\AppData\Local\Packages\PythonSoftwareFoundation.Python.3.12_qbz5n2kfra8p0\LocalCache\local-packages\Python312\Scripts\lazurite.exe\__main__.py", line 7, in <module>
  File "C:\Users\stone\AppData\Local\Packages\PythonSoftwareFoundation.Python.3.12_qbz5n2kfra8p0\LocalCache\local-packages\Python312\site-packages\lazurite\cli.py", line 452, in main
    commands[args.command](args)
  File "C:\Users\stone\AppData\Local\Packages\PythonSoftwareFoundation.Python.3.12_qbz5n2kfra8p0\LocalCache\local-packages\Python312\site-packages\lazurite\cli.py", line 61, in unpack
    for file in list_packed_materials(args):
                ^^^^^^^^^^^^^^^^^^^^^^^^^^^
  File "C:\Users\stone\AppData\Local\Packages\PythonSoftwareFoundation.Python.3.12_qbz5n2kfra8p0\LocalCache\local-packages\Python312\site-packages\lazurite\cli.py", line 23, in list_packed_materials
    raise Exception("Invalid path to material or folder")
Exception: Invalid path to material or folder
``` this is what i did
#

and my folders are set up this way

sonic canopy
#

Right click on a material file and choose "copy as path"

white willow
#

ohhhh

sonic canopy
#

Then paste that path. Maybe this is due to a mismatch with forward and back slashes or maybe there is a typo somewhere in the path

white willow
#

uh. so i did that but it generated nothing

sonic canopy
#

Check C:\Users\stone\ColorPostProcessing

white willow
#

nothing

#
{
  "base_profile": {
    "platforms": [
      "Direct3D_SM40",
      "Direct3D_SM50",
      "Direct3D_SM60",
      "Direct3D_SM65",
      "ESSL_300",
      "ESSL_310"
    ],
    "merge_source": ["../vanilla"]
  },
  "profiles": {
    "windows": {
      "platforms": [
        "Direct3D_SM40",
        "Direct3D_SM50",
        "Direct3D_SM60",
        "Direct3D_SM65"
      ]
    },
    "android": {
      "platforms": ["ESSL_300", "ESSL_310"]
    }
  }
}
``` this might be wrong
sonic canopy
#

Ah, there is no need for a project.json and anything like that

white willow
#

oh

#

i see

sonic canopy
#

So did unpacking work?

white willow
#
PS C:\Users\stone> lazurite unpack "F:\ColorStuff\vanilla\ColorPostProcessing.material.bin"
ColorPostProcessing.material.bin
Traceback (most recent call last):
  File "<frozen runpy>", line 198, in _run_module_as_main
  File "<frozen runpy>", line 88, in _run_code
  File "C:\Users\stone\AppData\Local\Packages\PythonSoftwareFoundation.Python.3.12_qbz5n2kfra8p0\LocalCache\local-packages\Python312\Scripts\lazurite.exe\__main__.py", line 7, in <module>
  File "C:\Users\stone\AppData\Local\Packages\PythonSoftwareFoundation.Python.3.12_qbz5n2kfra8p0\LocalCache\local-packages\Python312\site-packages\lazurite\cli.py", line 452, in main
    commands[args.command](args)
  File "C:\Users\stone\AppData\Local\Packages\PythonSoftwareFoundation.Python.3.12_qbz5n2kfra8p0\LocalCache\local-packages\Python312\site-packages\lazurite\cli.py", line 78, in unpack
    material.store(
  File "C:\Users\stone\AppData\Local\Packages\PythonSoftwareFoundation.Python.3.12_qbz5n2kfra8p0\LocalCache\local-packages\Python312\site-packages\lazurite\material\material.py", line 190, in store
    os.makedirs(material_dir)
  File "<frozen os>", line 225, in makedirs
FileExistsError: [WinError 183] Cannot create a file when that file already exists: 'ColorPostProcessing'
#

idk what it means by already exists

#

cuz it doesnt

sonic canopy
#

I think that means there is already a folder C:\Users\stone\ColorPostProcessing

#

Newly created folders and files show up at the very bottom in file explorer btw, unless you refresh, so you miht've missed it

white willow
#

if i try and unpack the other one thats in downloads it also fails the same way

#

and nothing new was made

sonic canopy
#

So in C:\Users\stone\ there should be a folder called ColorPostProcessing

white willow
#

ah found it

#

a bit annoying it put it there rather than the folder i wanted to work in but oh well

sonic canopy
#

It's because you opened a command prompt in C:\Users\stone

white willow
#

i see

#

how do i compile these after?

sonic canopy
#

In explorer, once you are in the right folder, you can right click on an empty space and click on "open in Terminal" and it'll open a cmd session in that folder

white willow
#

oh wait

#

you said how

#

nvm

sonic canopy
#

Yeah, just edit & pack

#

You can also use -o argument to output material.bin (or unpack material) in a different folder.

white willow
#

so would i just select that folder as the pack location

#

then i can output it to my desired folder

#

sick that worked

sonic canopy
#

If you want the result of a pack or unpack command to appear in a folder that's different from a folder where you opened a cmd window, then you'll use -o argument, yeah. E.g. lazurite unpack "F:\ColorStuff\vanilla\ColorPostProcessing.material.bin" -o "F:\ColorStuff\"

#

I usually make a new folder in renderer/materials and work in there, then modify materias.index.json by inserting entries at the top (entries at the top take priority). That allows me to easily toggle shaders on and off by commenting out entries in a json file, no need to backup or delete/move any files

white willow
sonic canopy
#

Also, reloading material.bin files after an edit can be done by re-joining the world or running /reload all. Unlike RTXStub which requires to reload the whole game

white willow
#

is there uh... a way to get the fully vanilla file back. i didnt think about just using material index...

#

or would i have to like fully uninstall

sonic canopy
#

Lol

#

Vanilla material from my game installation ^

white willow
#

ok so. tehy have updated default VV a bit in the previews. it does look a bit better in general

#

i dont really work in preview much so interesting to see that

#

i knew they changed like contrast around but it does look quite a bit better than current release

white willow
#

why is this stuff not exposed to us. this actually looks kinda nice

white willow
#

generic tonemapping parameters

#

this really doesnt look too bad tbh

#

generic isnt too bad when you arent using the defaults 😭

white willow
#

this is wonderful

sonic canopy
#

Yeah it has to be decompiled

white willow
#

does lazurite have a way to do that or would i need a different software.

#

atp it does NOT seem worth it to try and edit this stuff

white willow
#

yea not messing with that then lmao

sonic canopy
#

Alternatively you can get the code from android materials but it's optimized (effectively obfuscated). The code is no better than what you'd get after decompiling windows shader binaries

white willow
#

lovely

#

yea thats not workable

#

i think even seus ptgi is a tad more readable

sonic canopy
#

I have some plans for updating lazurite and bringing source code back tho, I'll be working on that in the near future

white willow
#

would be nice

deft cradle
#

i like it

#

any more to make my mc peak

wise hinge
bronze galleon
still zenith
#

So it sounds like there is desire for more tonemapping parameters to be exposed in packs, right? πŸ˜€

silent zealot
white willow
#

Yes! Would love more tuned control over things

still zenith
#

FYI the generic tone mapper is specifically trying to avoid something called "hue shifting" at high luminance values. It grades in a color volume as opposed to individual channels. That's the crosstalk bit.

There was a really good talk from Gran Turismo 7 that you can find online that shows the effect of it on certain colors. Orange was one that suffered pretty bad IIRC. We did ours differently, but its trying to tackle the same problem.

#

ACES will look pretty close to film. Hable too, but different responses in certain ranges.

#

The Reinhards are less "realistic" but they tend to look pretty good in lowish luminance ranges, especially in cartoonish scenes imo.

white willow
#

Ah yea. I was looking into doing the GT7 tonemap for a project. I think generic does handle that well but as I posted there are some issues (like fog not blending well, and extreme color banding being shown with it)

still zenith
#

Yeah, the color banding is bad. Dithering is an option on the table for sure. FP16 fixes it, but we can't really afford it on mobile.

#

Now that we have dithering tech in the game though, maybe we can make it happen. πŸ™‚

silent zealot
#

soggy_cat Wrong team but it be great if we can control what gets dithered for Creators.

white willow
#

Hopefully! It's one of the big grievances I see from people online about the default look (the banding not dithering)

still zenith
#

I can bring that feedback to the team, though with it being for accessibility purposes, I don't know we'd want to let Creators override it. πŸ€”

#

Dithering does need some polish though, you're right. We have a handful of bugs on it.

#

It was a cross team effort though. I wrote the shader. πŸ˜€

white willow
#

I wanted to do a like "contrast aware" dithered scene for a project but never got to it. Could be a cool art style

still zenith
#

That would be cool

white willow
#

Every tutorial I found was using a shader graph and graphs bother me lol. I can't find anything half the time

silent zealot
white willow
white willow
# still zenith

Perhaps the time will allow soon. Or I'll get a project that lets me do it. Or be bored and look into it.