#Graphics General
1 messages Β· Page 27 of 1
depricated vv's flat uhhhh
clouds here
lol
π Alexis...
THAT'S WHAT HE SAID
no, it's mr.nocturnedoggy woof woof
ahh
Yeah screenshotting that out of context.
default vv adjustments.
my wifi be like
lmao
Yo I swear I had a dream about this
i cant find gamelaunchhelper.exe on my laptop and teres no Minecraft Preview for windows folder inside my xboxgames folde
What's your Minecraft version?
1.21.120.2
1.21.120.20?
But those shadows are crisp
why does adding a single torch with point lights on lower my fps by 60 π
They're unoptimised.
yeahhh it seems like waves are too
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)
OW2 is a very well optimized game, titanfall runs on a very old engine, and Fortnite, well fortnite is optimized quite poorly tbh
Point lights are very hard to optimize for. Most games try to avoid using realtime point lights cuz well, yea
You usually bake a point light or use mixed lighting, neither of which mc can utilize
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
Or... just doing colored floodfill
Which looks like they might be doing that
But the big thing here is Minecraft is an incredibly hard game to optimize for
Completely random worlds where literally anything can happen. I mean there's a reason the game's lighting system is so simple
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
It is probably an issue with your implementation of the water configuration that is crashing your game, not the implementation of waves in the actual game
I used the creator docs template
Ive never had perf issues with waves.
I didn't have issues with waves before the recent previews
Does it happen without your pack active?
It would happen with luminous dreams too
to put it in perspective: vv without waves I get around 120 fps
With waves I get <=30 and after a lil bit it turns my computer off
That is weird!
Yeah
br yes
Yeah you need to reinstall the game to get the GDK version
(make a backup first)
the unfortunate part of that is it won't look as good. Better than no coloured lighting, but not as good as point lights.
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.
You'd be surprised
Colored floodfill looks really good
Yea it doesn't get shadowing but
How is the colored lighting implemented in most java shaders?π€
I know they aren't point lights
yeah :<
no shadows means you can't do fun builds by pointing it in specific directions and obstructing some of it with iron bars and stuff
this stuff just wouldn't be possible without point lights
-# I was hoping for point light removal
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)
A modified flood-fill algorithm.
Some use a mechanic like point lights ex. Rethinking Voxels.
Hold on I think mojang have it wrong here
Cuz... with temperature, a higher value is cooler and a lower value is warmer
If it's based on Kelvin
Unless the way they explain it is weird
what pack is this?
No, this makes sense to me
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
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...
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
Ah. I had blatantly misremembered how my phone camera's white balance slider worked
You're completely correct, it makes it sound like the inverse of what actually happens
To be clear, documentation is wrong but the current behaviour is correct
Someone should probably file a bug report on the learning portal website
Yeah, currently color temp acts like white balance, correct?
What's wrong with the documentation again?
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
I think that the docs are wrong because last time I got really confused that color temp works by cooling when increased.
This is correct, higher temperature -> "colder" color
The docs are wrong, not the in-game implementation
Oh wait that's what you said lmao, my bad
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
but blue stars are hotter than orange stars mojang
How do you find the resourcepacks folder now mc is gdk?
#1415000241995907152 message
@wise hinge which pack
doggy pack
@wise hinge on mcpedl
no
color temperature 7000k
color temperature 4500k
whattttt
in editor: 8980k >> cool image
4906k >> warmer
but sometimes works inversely 
Has anyone experienced this issue? It's been an issue for me since color temp was implemented
I'll make a bug report anyway
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.
i won't use temperature stuffs but global color grading works correctly and per biome color grading works inversely lol
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
Tbh, for VV alot of it depends on how you author the texture tbh.
And it also comes down to how you configure your pack
right so its possible to get a similar look but in a different way
But also it comes down to how VV implemented SSS
Most java shaders don't really do it "the right way"
Afaik VV does it "the right way"
No problem
I'm planning on releasing a few VV centered tutorials in the next coming days as well
will keep an eye out π
The PBR portion should be coming out soon. Just have to edit it
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
Or maybe I'll release atmosphere and lighting first
I just haven't recorded it yet
those clouds legit look really cool
thanks! I've changed them around a bit more now to give more clean looking clouds (and better separation of noises) along with adding in a small easter egg from the vanilla cloud map
smash
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
2048x cube
dam
downscaled the stone to 256x, 256x raw gold and refined gold
adjusted the roughness of refined gold
makes me wish i had a rtx capable pc :<
Are you just testing some stuff or do you plan to release it?
honestly just messing with textures. maybe ill release a demo tho
but doubt ill ever do a full pack with this
literally im just bored and was like "lets make some high res textures for the hell of it"
I'd be interested to try it out
iron block
eh gonna tweak the roughness a bit
outer part could be a tad shinier
one sec again
there we go.
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
Try editor mode.
on a macbook π

is there a way to turn off auto exposure
Not unless you modify internal configs
and how do I do that?
Have you heard of the renderer folder? What platform are you on?
Press windows key + R
Then paste this: C:\XboxGames\Minecraft Preview for Windows\Content\data
can you do this only on preview?
You can do it on vanilla but you need a different command
can you just share the path
Well I don't have the path for vanilla
I mainly use preview for VV because it is much more recent and updated
why is it so hard to find the location for this..
Stable or Preview?
stable
The Window Apps Folder has additional files, not available in the VRP/VBP downloads.
Location: ProgramFiles/WindowsApps/someminecraftfolderuwp
How to get Access: https://www.maketecheasier.com/access-windowsapps-folder-windows-10/
@brave starAbove.
thanks.
If you haven't already found it it's in the deferred_lighting_config under the name of localexposure
pretty sure its tone_mapping.json
either way, I couldnt edit it properly
im just hoping we are going to have the option to disable it in the future.
You will need IOBit to access it, unless you are on GDK preview. There is a pinned message here that describes how to disable auto exposure
damnn so pretty!!!!
high res cobble. i kid you not this took forever
Fancy way of saying "this is not a joke, this took way too long"
Reason I say that is cuz the texture doesn't look complex, and isn't complex
Getting it to look good tho
Or at least look passable
I kinda got it but I wasn't sure. Ty
I hope mojang fixes this milk water within the next year
I can see they are getting sky light? too much
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.
What I found is that the SSR is there, but is dark compared to the sky light or block light
After checking in game I agree. Does this have a jira ticket somewhere?
It's a gamble. The new jira search is terrible so you're banking on searching every related query or hoping someone has it on hand.
Is it just related to ssr and water?

So, is cave fog now possible?
Anyone else's "Adjust Gamma" not doing anything in vanilla VV?
This would be nice
But thatβs not the case
Ok this is so funny (sorry for the phone pic, not on my main Xbox account)
Ik it's been brought up many times but
The reflection config in series S is so funny
until it's fixed, it hasn't been brought up enough!
There's no reason I can't see the top of the block lmao
can we like, submit the fix to mojang? send them a fixed version of the config files and just ask nicely to implement it?
Yk what's also really bad
The shadow configs
They are so mushy compared to both pc and mobile
Lemme explain
So with soft shadows enabled the configs across platforms are very different
On console they are extremely blurred and mushy
On pc they are blurred but it's a good amount of blur, really nice shadow penumbras on ultra
On mobile, medium shadows are nice sharp and defined, and ultra look like pc ultra
I'll get some comparisons
This could also be a series s issues idk, I don't have an x to compare with
Oh yea good point
just rename the one you want to _pc
console_2 is series S as far as i'm aware
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.
Console on ultra vs mobile on ultra. The shadows on mobile have so much more detail
Which the mobile ones align with pc on ultra
I am very confused about why these configs are so weird.
Also mobile on medium
also like, why are there so many configs, each one having its own issues???
they should have done one for mobile, one for PC, one for last gen, and one for current gen.
It's just weird cuz
instead of having configs on each one, including the switch for some reason
Properties of configs also don't line up
ah yes, i love Vibrant Visuals on the Nintendo Switch
(not switch 2 configs, these match last gen style)
Xbox One last gen, specifically. not PS4.
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
Perhaps the soft shadow configs are overlooked cuz VV is using pixel shadows by default
But it should be consistent imo
they need to sort these configs out because right now they're a mess everywhere.
I think I'd like pixel shadows more if they had softening to them
I don't like how sharp they are
why :<
I'm a graphics nut and like when things have a semblance of realism
However one sec lemme show what I mean
like complimentary shaders?
Yea their pixel shadows are perfect imo
personally i prefer the VV style but those are also nice
i really like the VV shadows
but
complimentary has something VV needs
colored glass shadows.
It should be optional imo
yeah
i want to see variable penumbra shadows in vv.
PCSS is not that hard and would look great
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.
i say pcss isnt hard as ive failed to implement it 4 times now
i do not know what that word means :3
this is the first time i'm seeing it
basically right. the shadow gets softer the farther from its caster
but is also dependent on the size of the object too
so close to the casted location, its super sharp
and softens with distance
lemme get a comparison rq
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)
like, it's a bug, but i wouldn't mind it not getting fixed.
standard PCF Filtering
since it means the water is actually visible properly at all times
shadows with variable penumbra shadows (PCSS)
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
yeah this looks pretty good
ok so my shadow softness setting doest work so gotta manually edit code rq
Reflections off vs Reflections low
why is "low" just "no reflections but 5% clearer water"
pixelated shadows with a larger blur radius
this is PC config, not console. Configs are weird on ALL platforms.
VV style
yk its not that bad
i like both
oh dear my SSS method does not like small shadow radius
and medium reflections is this
it goes from no reflections at all to full reflections
PC doesn't even have that odd "half reflection" thing that Series S has
hm
let me check the shadow thingy
do you have to restart the game with every change or just reload world
high and ultra
not sure actually
console_1 is, i assume, xbox one?
because while reflections on ultra match XSS, reflections on high do not
i guess try restarting the game
where are you putting these?
i just replaced what was in pc config with the console lod
just replace the file.
i renamed pc to pc1
copied console_1
and renamed it to pc
you could also just rename them directly
also yeah you don't need to restart the game
this is "high" on the XSS config
this is what you'd expect "low" to be on PC, rather than it being empty
Ultra (XSS config)
yea thats bad
remember that this is PC medium
it's way better than XSS ultra
PS4 config ultra/high/medium
ultra and high are identical and barely below the PC equivilants, while medium is just no reflections at all.
wait is there not even sky reflections on medium?
if so thats still worse than mobile which ahs sky reflections unless on ultra, then both
i dont see any reflection, not even sky
those clouds shouuld be seen on the water
move closer to a cloud im curious
oh thats not what i meant
i meant like closer to it but from the ground level
so it can show up in a reflection
cuz clouds should be visible even on low (they are on mobile)
lemme swap to default VV rq tho
medium vs ultra. idk what im doing wrong
ok no its working
the cloud is right above me
for some reason the cloud reflections are just really dark
the configs are still weird
You'd think it'd be: low-medium-high-ultra
but no, these are actually high, ultra, ultra, ultra
and the last gen ultra is better than the current gen one
Yay, you can finally have the terrible console reflections on PC!
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
yeah
hey, now you can test any packs you make for any platform because of this :3
you don't need to actually have a PS4, PS5, XSX, Nintendo Switch (again why does it have its own configs), etc.
just swap the config files
hm maybe im crazy lmao
also seems im wrong on the shadows being harder with medium on pc cuz they are
i am very confused by this :3
like, image 1 has darker shadows, image 2 has ligher ones, image 3 is in between
but thats all i see here
what i mean by harder is less sharp edges
or
whoops
i meant less soft edges
left is medium, right is ultra, shadows are softer on ultra
and by shadow softness i mean more blurred
oh i found out why my edits werent applying before
somehow i didnt have access to my dang files
hm im intrigued by some decisions in these configs
im doing a quick test
hm
i dont see a difference here
whatre u checking
the configs use a very high binary search count for SSR on pc at least, which is interesting because that usually nukes perf
but turning it down doesnt bump perf nor does it make any percievable difference
lemme test in my own shader for lols
time to load java again
did you turn it down a lot?
if it doesnt make a difference, i wonder why its even there
binary search DOES make a difference
its helpful
but even in my own testing on my shader
yeah but like
you say that turning it down didnt make a difference in the config
a, okay
but what binary search helps with is filling in gaps in SSR
makes sense
probably not noticeable with waves or blocks but potentially in default VV where the water is flatter
interestingly, for point lights they took a much more reasonable approach.
sure, each platform has its own config
but the only one with unique lods is the switch
everywhere else uses lods from a list, rather than each platform having 4 unique lods
unless they just haven't gotten to making it more buggy by doing way too many lods yet.
im crying bro this is insane
im so confused rn
so im looking at the config for console_1
this just makes no sense
why
first of all, this is a next gen console and the IBL doesnt use importance sampling in ANY of the configs
ultra for ssr doesnt have gap filling enabled
no console_1 is xbox one
console and console_3 are current gen
and console_2 but that's XSS, we know that one.
ok so i can chill on that then
unclear which between console and console_3 is PS5 and which is XSX
so console 2 is XSS
yeah
cuz im on console 1 rn
weirdly enough, PS4 is so much better than both XSS and XB1
like, it feels like they mixed up PS4 and XSS
is this console 2?
yea
yeah its bad :<
ok so
it uses a very low binary search count
that shouldnt be an issue tho
at least it uses importance sampling on ibl
linear search is set to 100 steps
where pc is 600 steps
i wonder why
well bumping step counts does get heavy
whats PC on medium?
although idk how VVs ssr works
like internally
pc medium is 300 linear search steps
ok so yeah, XSS should probably at least get that on ultra.
higher step count usually = longer range
but also < perf
but still. the XSS can do RT
yeah, but if you're playing on ultra reflections, you probably want to actually have proper reflections
yeah
doom the dark ages is an always RT game and looks and runs great
same with indiana jones
although indie struggles a lil
VV is not raytraced at all
the thing is, again, XSS had working reflections in early previews.
250 linear search count
they've proven that they can do working reflections on it
better but still not ideal
250, 350, PC
They should go with:
- low: 50
- medium: 100
- high: 300
- ultra: 500 (or just do the full 600)
thats between high and ultra PC
o
no youre right
800
so XSS should have at least 600 ultra
exactly in between high and ultra on PC
tbh i don't see why it couldn't do 800 given that my PC can do ultra just fine
this is 600
and it's far weaker than XSS
console_3 uses 300 on ultra
huh.
which is still a bit low imo
yeah
again, my PC runs ultra reflections just fine and it's weaker than a series S, let alone a series X or PS5.
this is tragic
PS4 is 200 on ultra
like in my custom shader
maybe im just not understanding how their SSR works but like
thats a metric ton of steps
could you like, sneak into the mojang office and fix this for them
I don't get why PS4 ultra is 200 while XSS ultra is 100
hm.
well, however Mojang did it, it generally runs well despite the high numbers
oh yea
still, the configs need work.
that could be the hi-z tracing tbh. idk much about hi-z tracing
because the XSS reflections are not acceptable, and the other stuff is still very odd.
yeah
mine is so noisy
XSX reflections are pretty buns IMO.
Primarily block reflections. Water isnβt bad.
curious. I wonder if that's also the case on PS5?
if you know if the 2 platforms are noticably different, you could check console and console_3 configs and tell which one is XSX and which is PS5
seems anything passed 800 gives little to no returns
fair enough.
i've also been unable to increase the shadow range but maybe i'm just doing it wrong
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
fun !
considering default VV literally doesnt have any
also wait how does the ssr here work
do the things being reflected have to be visible on the screen
or is there like
a bit of an area just off screen thats also reflected
i think its the former?
only on screen
i think LBP games did the latter where it also reflected stuff just off-screen
hense the name "screenspace reflections"
but thats on PS3, so more powerful hardware
theres some interesting things you can do to get offscreen reflections
but most are not doable in realtime
hm. i wonder how LBP did it then
since thats just as real time as minecraft
half-life did planar reflections
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
LBP let you do reflections on multiple surfaces at once i think. plus like, water, which could cover the entire map.
that name implies they'd be static
and not real time reflections that can be affected in major ways
you can do realtime cubemaps too but idk if that was common back then
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.
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
raytracing 
oh right i have depth of field on with BetterRTX
oops
long range reflectionssss
i wish i had a ray tracing capable PC :<
some day for sure, eventually i'll have to upgrade it
is it only me or evey pack now looks a bit colder and less foggy
newest preview
idk havent tested
also, LBP allowed you to have multiple reflective surfaces on screen at once
I havent noticed any changes to the renderer folder.
i wish we had hardware as powerful as the PS3 nowadays.
lemme update my preview and see whats up there
hi
mine looks the same to me
preview vs release
holy z-fighting on the surface of water
adding more progression to my sky colors throughout daytime
The sky will get more blue as time goes on
Do you have updated lighting config or water config? They changed some things iirc
Water isn't updated. Idk about atmosphere. I don't work in previews anymore
dear mojang
please please please PLEASE expose atmospheric_weather files to creators
theres too much here to be hardcoded
rain + really weak directional lighting
fr
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
umm that's cool
it shouldn't be hard coded lmao
I really like this look tbh
Dirt (chocolate)
inverted colors on clouds making the middle parts darker
kinda looks cool
cuz like irl, clouds are brighter at the edges
truly volumetric
Iβm just on an Xbox series X.

Yo that emoji is frying me

hmm
i see a difference even with vanilla vv
release
preview
it has a green tint
tbh i prefer release
the thing is that this change also impact vv packs
it's not just color grading change in vanilla vv
I'm afraid of testing with my pack
it's hard to compare when camera is not positioned the same way
ah
Has anyone actually compared between this week and last. Not this week and release?
This is likely related to the new biome blending.
no, but it was the same, latest preview changed colors
Has anyone actually shared screenshots?
Not based on memory.
It's due to the biome blending system that's why.
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
guys
no nsfw and off topic but i have to say in case u didn't notice this channel now have 69
reactions
nice
thanks you got a cookie
i was wondering when someone was gonna notice >:)
now 70
π
now 69
now 68
you sure?

stop this cruelty
no
you monster
What is this pack
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
Thought I was the only one also the contrast
Though it was a bug
How?
how what
mew mew pack
BetterRTX on an Ultra Wide 1440p monitor.
Added mud block 2K
scaring me with these pics
What is the texture pack(resource pack or whatever its called)?
Addon name?
but we already have butter on bedrock
1M kcal butter

the way i like it

love it.
Vanilla Reforged
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
- shadow pcf width per cascade level.
- 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
lmao, before vs before
I wonder when they'll go back to it tbh.
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.
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
left vanilla generic, right hable.
hable, generic
lemme see reinhard
reinhard isnt too different from hable
this looks so good
let me try rq
@white willow aces and hable
reinhard
reinhard luminance
reinhard luma
it mostly depends on the pack ngl
nice to know reinhard luminance is still dookie
that sun was too yellow
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
ofc it is
it shows colors incorrectly
and some of them get weird tint sometimes
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
which one handles auto exposure the best in your opinion
Vibrant cat
yes I am a cat
who called me a dog deserves thousand times of cat punch
I wish they let us select these in-game.
overall, small tweaks to vanilla VV stuff (where it's not big enough to warrant its own resource pack by itself) should be available in-game as options. This also applies to soft shadows and waves (and colored point lights).
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
quite nice tbh

I might eat my monitor when this releases

my room was as hot as an erupting volcano with RTX


I'd be nice to see it on Xbox as they promised
I'm sure that when hytale comes out rtx is gonna be updated
There is no logical reason for them to update RTX just because another game was released.
It never came to Xbox for a Ton of reasons.
Maybe we will be lucky enough to have support with the next generation of Xbox consoles.
Went clear over my head.
I never kept up with Hytale tbh.
progress on my remake of default VV
the goal is to keep the look pretty much the same but with better color palette
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
i agree. it just took a few changes to get basically the same look but a bit more appealing
Yeah, default seems too washed out
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
tf they uses very high rayleigh
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
those are some VERY precise keyframes
So gotta put min and max to 0?
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
I put them in the same value but i still got cubemap issue
What issues?
Could be due to bloom
Better rtx sub surface scattering when?
rtx ain't getting updated :(
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
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
so... what your saying...
is it could be really good
but we dont have any of it
WHY
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
although idk if that would help the terrible mixing of colors. cuz as i showed the fog doesnt even like mix correctly
hm... i might check it out. is the other stuff like the contrast/crosstalk and all that in the mcbe shader codebase
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
alright. that would be helpful. just to see kinda how changing that might affect things
What is this struct.
Don't even get me started on the FirstPersonPlayerShadowsEnabledAndResolutionAndFilterWidthAndTextureDimensions
what the hell
these names are insane
kSquaredInverseSquaredMieEccentricity this is a fun one

Tbf such descriptive names are better than something like firstPrsShdwResFltrWdthTexDim
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
vec4 GenericTonemapperContrastAndScaleAndOffsetAndCrosstalk = vec4(1, 0.997265, 1.36752, 25);
Default values in VV
Although, it appears like mojang updated generic tonemapper code
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
yum
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
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
lets see how this looks
yea i mean
it looks like VV
even shows the lovely color banding
Make sure to set your color buffers to r11_g11_b10 and disable dithering to get the full VV banding experience
ah im currently using RGB16F
let me change that
i dont do any dithering atm tho
lovely
Feels like home
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
BGFX doesn't support float uniforms, that's probbaly why
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.
sigh, color banding..
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
Which values did you use?
vec4 GenericTonemapperContrastAndScaleAndOffsetAndCrosstalk = vec4(1.15, 0.997265, 0.71, 5);
vec4 GenericTonemapperCrosstalkParams = vec4(15, 0, 0, 0);
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
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
after/before
yea that is a tad nicer tbh
if u wanna try editing it yourself:
lazurite unpack ./ColorPostProcessing.material.bin- go into
ColorPostProcessing/uniformsand edit uniforms prefixed withCUSTOM_ lazurite pack ./ColorPostProcessing/
That material is for a preview version and requires lazurite 0.5.0 to work with
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
Right click on a material file and choose "copy as path"
ohhhh
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
uh. so i did that but it generated nothing
Check C:\Users\stone\ColorPostProcessing
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
Ah, there is no need for a project.json and anything like that
This is literally it
So did unpacking work?
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
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
if i try and unpack the other one thats in downloads it also fails the same way
and nothing new was made
I'm pretty sure it unpacked to C:\Users\stone\ folder
So in C:\Users\stone\ there should be a folder called ColorPostProcessing
ah found it
a bit annoying it put it there rather than the folder i wanted to work in but oh well
It's because you opened a command prompt in C:\Users\stone
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
Yeah, just edit & pack
You can also use -o argument to output material.bin (or unpack material) in a different folder.
so would i just select that folder as the pack location
then i can output it to my desired folder
sick that worked
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
dang
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
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
Lol
File repair option in MS Store could work. Or you can use this material
Vanilla material from my game installation ^
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
What exactly?
generic tonemapping parameters
this really doesnt look too bad tbh
generic isnt too bad when you arent using the defaults π
how would you even see modern shader code? cuz im looking into an unpacked material and this is not readable unless theres a way to convert it from binary or whatever its in
this is wonderful
Yeah it has to be decompiled
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
Different software
yea not messing with that then lmao
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
I have some plans for updating lazurite and bringing source code back tho, I'll be working on that in the near future
would be nice
oh
I appreciate all feedback π
So it sounds like there is desire for more tonemapping parameters to be exposed in packs, right? π
There is a desire for more parameters to be exposed in general haha. But tonemapping is one of the big ones I've seen discussed around here.
Yes! Would love more tuned control over things
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.
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)
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. π
Wrong team but it be great if we can control what gets dithered for Creators.
Hopefully! It's one of the big grievances I see from people online about the default look (the banding not dithering)
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. π€
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. π
I wanted to do a like "contrast aware" dithered scene for a project but never got to it. Could be a cool art style
Every tutorial I found was using a shader graph and graphs bother me lol. I can't find anything half the time
I understand that, I've seen @sonic canopy create a feedback post on why we need to have control over it. He can give you the link to it.
Undeniably a very useful tool just I kinda dislike node scripting
Perhaps the time will allow soon. Or I'll get a project that lets me do it. Or be bored and look into it.




