#Graphics General
1 messages · Page 29 of 1
education edition isn't dropping support though, so were you really? 🤔
I didn’t even check what the updated post was - figured that atleast was the case.
So I guess not 100% lol.
Hello, can anyone tell me how to make an entity glow in vibrant visuals?
adjust the green channel of the MER texture
youll need to make a pbr file for them
What file?
https://learn.microsoft.com/en-us/minecraft/creator/documents/vibrantvisuals/pbroverview?view=minecraft-bedrock-stable heres the overview of it
its a lot to explain
Ok thanks
🥺 👍
I made a texture_set.json but it only worked on blocks and not on entities
bloooom
I'll keep updating this building
the floor is so clean
I failed. This is not what I wanted but yeah
Can't get this VV. That honestly looks really good

Looks like dungeons
fr
Made some tweaks to the reflection reprojection in raytracing. Reflections are super crisp and don't have a lot of ghosting issues at the cost of a little noise
It's not perfect but it looks much nicer
It's much worse with TAA and we made some extra tweaks to DLSS for noise reduction
But it's still a lot better
The noise increase is really only bad on bright stuff. Probably wouldn't even notice it normally
Honestly, the noise is probably acceptable
It's funny tho cuz that honestly looks better to me than the over blurred and ghosty reflections
It's also only metals it really is noisy like that on
Smooth blocks are actually mostly noise free
Personally I find it a solid trade off
wowie
I'm gonna release a build with this later
I'm gonna test DLSS 3.8 tho and see if that has issues with the DLSS adjustments
I’ll try to see if I can test it with FSR today if that’s possible
Would be helpful for sure
Optiscaler should work with BE now, right?
It's good with base TAA noise wise, but the TAA itself has shitty reprojection so yea. FSR in theory should be ok as I think it hooks into the DLSS stuff
Should on preview iirc
I mean if reshade works I don't see why optiscaler couldn't
Yea releases are still UWP for now
mmmmm
I think optiscaler has UWP support now
It's honestly funny how that works. RTXs TAA has incredible image quality but awful ghosting and VVs has great image stability but awful image quality
BUT VVS USED TO HAVE BOTH
I'm not letting that go
That NEEDS to be changed

Did someone order a NAN Sandwich
I do wonder how often yall st mojang ran into nan issues like this during VVs dev lol
I hope at least one dev died bcuz of that
That’s a crazy statement 😂
Is there no way to reduce volumetric water fog density in VV?
It doesn't seem to do anything for me
I could swear it had worked when I was messing with Prizma before.
I could be mistaken.
But that’s what the docs say lol.
it used to work but not anymore
only way to reduce/increase it is from the like chlorphyll cdom all that
but you can only reduce it so much
Ok I see. Was hoping it'd be possible to disable completely but ig not
yea only way is to just turn off fog in the settings
Crystal clear lakes
Yeah right
figured i would ask if anyone knows about this?
I have pbr enabled in my resource pack as it allows for pretty mer textures and stuff
but as of recent (like a week or so ago) some people have been getting this error and the entire resource pack has been not loading for them ?
could be something to do with format versions/minecraft versions
hmm maybe
im not too sure what could need changing
could you send the manifest json?
yes, sorry
"format_version": 2,
"header": {
"name": "§6[§b1.5.6 R§6] §6Alylica's Dungeons Addon",
"description": "§eAdds the textures and resources for the addon.\n§6Made by : §dAlylica",
"uuid": "ab296f68-bb16-4ede-a49c-d0ed99b5b87b",
"version": [
1,
5,
6
],
"min_engine_version": [
1,
21,
30
]
},
"modules": [
{
"type": "resources",
"uuid": "eb704eb5-0d32-480d-848e-307a4b38a4df",
"version": [
1,
5,
6
]
}
],
"dependencies": [
{
"uuid": "2c5e0de8-0360-49ac-bfe5-339a2a0e62f2",
"version": [
1,
5,
6
]
}
],
"capabilities": [
"pbr"
]
}```
have you tried setting your minimum engine version to 1.21.90?
hmm
ill try that
my guess is it's being weird now because they may have recently changed how the pbr capability works since it is now allowed on the marketplace
yeah ill try changing the engine version, ty
This warning usually means vibrant visuals isn't supported on device
yea, but, atleast previously, it hasn't caused the entire resource pack to not load ?
My guess is they might've changed something and now if a device can't load the VV version, it just won't. My suggestion atp might be to split off the VV portion into a separate resource pack to keep the main pack working and let people who want the VV content to download the external version
mhm, that is what i will do (if changing the min engine version doesn't work)
very frustrating change lol
Definitely
ill have to see
the thing is, i have not encountered this issue at all, but ive had like, 7 different people report it to me in the last week or so
im gonna ask one of my friends who cant run VV on their device, and see if they have the issue
Actually curious, when you all see the "glint" that comes off from metallic surface, does your brain think its happening irl which causes your eyes to hurt. Not sure if Im explailning this right.
i mean not as much as when it actually happens irl
but slightly
https://youtu.be/fsXiTy-Q3ig?t=1952
An example of what Im saying if my English is bad.
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somehow i never noticed until you pointed it out
Yeah, it's been an annoyance to me when developing PBR.
Sometimes? It depends. My brain knows the bloom is fake but sometimes I'm like ow my eyes
Rain
When are these reviews gonna stop calling these packs shaders 
When we get client scripting and molang support in VV.
Yeah this is also what I mean, I know it's fake but my eyes and brain say squint your eyes.
For me yeah
My eyes don't like it and it makes me squint my eyes
I look so dumb doing it qwq
English please.
I'm tired alright
Too bad, back to work.
How i create a glass block with vibrant visuals?
#1182091012177399809 message read this.
ive never understood why this is an issue but mipmapping on higher resolution blocks is just not good. I wanna use mipmapping to help with noise related issues and normals but animated textures just... stop animating past like 6 blocks. this is not a problem in vanilla or with 16x textures
and im pretty sure mipmaps do not behave this way on java either
do i need more mip levels or am i misunderstanding something
actually having mipmaps on seems to do aboslutely nothing for distant noise
at above 16x
on and off.
VV needs anti aliasing at native or they need to fix their TAAU because this is honestly not super acceptable imo here
or mipmaps need to actually help
oh seems to be a bit of an issue in vanilla too. im almost certain vanilla textures arent this noisy (also at 16x MSAA)
yea no. mipmapping just does nothing at 128x. this is vanilla
and how it behaves at 16x.
mip level 0 vs mip level 4. keep in mind java does not have MSAA like bedrock does. it looks like mipmapping on 128x+ materials works fine
to be extra sure lemme test without mods to see if sodium doesnt just patch the issue
ok nvm sodium just patches it
HOWEVER, animations dont fade out after a couple blocks.
does anyone know how long this has been an issue for? considering it also exists in java this should probably be fixed no?
the only real option i can even think of is test fate with mixing resolutions and praying the atlas doesnt nuke itself
animation thing for years i think
actual insanity
java doesnt have that problem. the problem that is shared is mipmapping not working on higher res textures
i know animation thingy is bedrock only
and it's a pain
also how to look with 32x32 textures or 64x64 textures?
now if i wanna fix any form of distant noise i need to commit a cardinal sin in pack making that has a chance to cause an even worse bug
are animations still wonky like this?
please check it, it will be funny if anything over 16x result in this
its crazy cuz a mod fixes this, which means its definitely doable
so yea its broken on every res thats not 16x
its just less broken
32x max range, 64x max range, 128x max range

Finally
no kidding
Did a cool thing in RTX. Made it so the actual density of the cloud will affect the darkness of the shadows
So on the resource pack side of things, making clouds have higher scattering and absorption values would result in darker shadows
It's currently multiplied against the base cloud shadow value passed into the shader but I might change it to only rely on those values
Here's a relatively thin cloud and the shadows cast onto the ground. With a base value of 0.5, they line up pretty well
Having this value will result in this type of shadows with a 0.5 base opacity
Where as these get you this
Pretty cool
Ok I need to talk about this
Sunlight in VV bugs me
Idk if it's the way the BRDF is designed or what, but in my opinion the sunlight really just looks like vanilla lighting with an NdotL
Basically looking anywhere that doesn't have fog literally just looks like base mc maybe with shadows. Which I do understand was the intention
But idk if it's just the lack of proper AO or what but this really doesn't look that good in my opinion
It would be really cool to potentially see other BRDF methods implemented and possibly selectable through a json config or added onto lighting
But I've tried so much to get brighter, nicer sunlight and I cannot
Idk if it's the brdf, or if it's auto exposure but no pack i have played with or used or made can get around the sunlight feeling plain
Or there's some lack of extra atmosphere to make this feel less plain
Errr sorry diffuse methods, like burley, or Oren nayar or frostbites burley. VV currently I wanna say uses lambertian diffuse but it might be custom. Lambertian is fine I have nothing against it, but the way the brdf seems to handle difuse to me lacks power
Id like to hear others opinions on this.
I'll play with that BRDF LUT, see what differences that might make
BRDF lut only affects specular, so probably won't help much
There are some areas for improvement for sure. Like maybe adding something to make the shading look less vanilla when there is no direct sunlight. Other dimensions and caves could use some love as well, as those don't even have the sunlight and it can be difficult to create the right atmosphere with very little lighting configuration that we have without sunlight. Making the caves not look pitch black, or illuminating fog in the end without relying on end flashes would've been nice. But VV is also not a java shader, they can't be adding effects left and right, whatever they add has to fit with their art style and performance constraints (phones), just something to keep in mind.
Yea I get all that for sure
I'm not one of those people asking for every little thing under the sun
I like the art direction of VV being simple
But it's just bland
If that makes sense
And I'm sure there's many that disagree and rather prefer the simplicity. I don't want full 3D volumetric clouds, hyper realistic parallax water, GI or any of that
But I want something that looks nicer than vanilla which a good bit of the time, just looks like vanilla
Other dimensions
i think you MEANT to say
given that The End got the supernovae
i think the End could be darker
but that's it
Yeah, and it's annoying that this is the only source of any kind of environmental light, so you pretty much have to use it, unless you don't want to use fog or you specifically need pitch black fog
i like how it is besides that. Make it darker by default and reduce the autoexposure when the flashes happen.
i prefer how dark the End was in some earlier previews
Just curious, is there some existing java shader that fits the description of how you want VV to look?
You can get ambient illumination for skylight which looks alright but a lot of times the flash is too sudden, and the pitch black fog is eh
To be honest. I don't use it that much but comp reimagined is a fairly solid one
If I were to expect a refresh it would be like that tbh
Now it doesn't need all the extra things comp has been doing lately like the WSR.
like i preferred this tbh
Yeah but it doesn't illuminate the fog, and also every block in the end has 0 sky light, so it's only being illuminated by ambient light and it looks flat
the End being dark, but not so dark that you can't see
and then the flashes actually make it bright
Meanwhile, java shaders:
There it is complementary
i prefer the VV approach tbh.
this looks nice, yes, but it feels excessive.
i like the more empty void with the occasional flashes
The problem isn't really the style
As Veka is saying, it would be nice if the ambient light illuminated the fog a bit
fair
The sky can illuminate fog in the overworld (I think) why can't it in the end
I was using the volumetric clouds here but this is what I more expected VV to be tbh (imagine the clouds in the vanilla shape)
The direct lighting here just... looks better than VVs sunlight in terms of how it's distributed and everything
I'll screenshot later in the reimagined settings
Took this from the comp 5.6 announcement
I think the darker fog does at least work better now that the sky is darker, too
It's more or less an issue on the resource pack side
For default this looks fine
But when editing things perhaps you want a brighter sky
It looks bad with how the fog works
100%.
They just need to do whatever they want for VV.
Allow resource packs to farther personalize it for marketplace.
And then allow creators to import/load their own shaders which they could also add to marketplace or keep 3rd party.
I'd love to add my own shaders
Lemme integrate my skybox everywhere

First it was in unity, then my Java shader, got improved a lot, and now it's in RTX
Just need to get it running in VV now
Hehehehehe
(If you can't tell I love my sky model)
I don't get what the difference is
in terms of direct sunlight shading
tbh its not even sunlight at that point. just visual style and art direction
comp has a lot more going on and is generally less visually boring than VV is at times
idk how to explain it
im having a lot of fun editing raytracing :p
already doing it

would be a dream
the music🔥 
Agreed
At least atmospheric_weather config
its a banger cant lie. i quite like it
I have one problem: when I turn on VV and enter a world with my addon (only my addon is there), they just switch to Fancy, and there is a tooltip next to it (for some reason the text is cut off, but I found the full one: "Vibrant Visuals requires a supported device and is not compatible with Marketplace Texture Packs or Worlds.") But the point is that my addon is not on the marketplace, and in other worlds VV works fine, so I don’t understand why this is happening :/
is there anything different with your world from normal worlds?
So, well... it has beta APIs enabled and the texture pack has custom fogs and client settings for custom biomes (if that matters..)
does this texture pack have PBR enabled?
I don't even know what this is
basically, it's the compatibility with vv
it could be an issue of the resource pack not having vv compatibility
So, how can this be fixed?
you could go into the resource pack's manifest and add it there
?
that should do it
np
I can see clouds noise
looks like we're getting a streak going 
lol
same feeling when I see people call an addon a mod
you know what they mean though
not always unfortunately
?
sometimes it's unclear which edition they're talking about and then they call an addon a mod lol
I mean, describe a mod and an addon in simple terms.
and also vv pack vs a shader
a mod is a modification of the game, typically for java edition, whereas an add-on is closer to an extension to the game, and only for bedrock
a mod adds stuff to the game, an addon adds to stuff to the game.
a vv pack adds shadows, makes water look good, and adds lighting effects, so do shaders.
a shader is written in a graphics programming language, and in the context of minecraft, is only supported on java. a vv pack is a set of configurations to change the way vv appears
not just adds, also changes core things on java
but i see your point
yeah, for anyone who isn't an intense nerd like myself lol
lol
Nope.
#1432756328325054546 message
One message removed from a suspended account.
Check the pins.
Why everyone giving sad reaction
Where
That's because people think GDK is a downgrade (people don't like change)
It's crazy to me people have that take cuz, you're telling me more accessible files is a bad thing???
FULL SCREEN NOT BOOTING YOU OUT OF WORLDS IS A BAD THING????
It's crazy 😭
Yep......yep......yep
because i have to change my minecraft file location shortcuts 😭
is anyone else's water looking really rough and detailed since the GDK switch?
They updated waves
Mine got less detailed 😭
tbh i have no idea how to fix it lmao
My waves were really sharp and defined and now with sample width getting chucked, they became way softer than I wanted
I actually do not know why that was removed
If it was causing issues fair enough but
refraction moment
shortie creeper
lmao
with a broken back
Point light shadows - quality deteriorates the higher the normal shadow quality setting is.
Kinda crazy.
which one has higher shadow quality?
Second.
Look down long hallway with Redstone torches.
You can see torches light stopped rendering correctly with the second image.
Can also be seen happening on left side - just not as severe
Is it possible to have this as default water?
Just wondering
Yep. The way i do puddles is actually identical to the new wave system I added
Or I should say the ripples
It's just slightly altered for puddles but you could very well get a similar look for water
One message removed from a suspended account.
My bug report got set to plausible !
im not sure if thats good or not, but at least it means they noticed it.
Is it possible that Vibrant Visuals will have a different fog intensity feature at different times?
if we're lucky
I think if something like that existed, VV would be more interesting, and maybe there would be more VV pack creators because of the variety of features.
and i'll finally be able to make morning mist 🎉
I've kinda found a way to do that actually
Early morning tends to have way less exposure issues so you can very easily get away with making the sun a bit brighter which illuminates fog a bit more
It's not a perfect solution but something I've found that does kinda work in the current VV environment
is that why fog density feels higher in the mornings sometimes?
If you are using height based fog, that could also help, as then sun rays would have to go through denser part of fog when the sun is low
Keyframes for fog intensity?
keyframes for everything please.
ive also been thinking - some way to control ambient/skylight during different weathers would be nice. I find rain/thunderstorm far too bright during the day.
Aha, so multiple axes for parameters. Time of day, weather effects, etc... that's a fun problem. 😀
High expectations aside...
Keyframe fog is something we've asked for since the first day of DTP.
Oh yes here it is: #1182091012177399809 message
Sorry 🙏
i have two requests here. separate sky intensity into skylight intensity and sky reflection intensity (if possible). also keyframed sky intensity. having the same sky intensity for night makes no sense personally
Refractions, too. It's still on our list, like point lights, we just had to make some concessions for V1. 🙏
I know y'all purposely delayed this stuff so the Marketplace has low expectations and then deliver a bombshell of an update.
Oh I wouldn't say that. And I was also just about to say that none of the marketplace packs seemed to suffer from lack of those 2 features. The pack offerings for Vibrant are sooooooo beautiful! 😍
🔥
I think Alexis has some complaints.
But we can ignore her for now.
We will continue to improve. For Alexis especially. 🙏
my only real issue right now honestly is just skylight at nighttime. it doesnt get reduced at night so night is really hard to make darker
Now I know this isn't a graphics team bug btw...but having your packs deactivate beacuse you changed subpacks is quite annoying.
getting luminous dreams to have a night feeling night was really hard and its still not quirte as good as id like it to be 😔
You're trying to make all dark areas to be darker? Or just nighttime?
nighttime specifically. skylight doesnt actually decrease at night so the sky is always the same at all times of day
Speaking of Dark... go check out Starfish Studios new Vibrant Visual pack coming soon, Dark Fantasy Visuals
so night is always just too bright
and if you want a darker night you have to butcher skylight for the daytime
Oh trust me, we've been passing the trailer around the studio today. It looks amazing!!!
👀 shadow casting from lava pools... Sorry - ignore me
Oh, an obligatory...please support Molang for VV stuff. Ok thank you.
OK, thanks for the info. This all sounds like reason to expose the exposure parameters for tone mapping as well. I suspect that is the primary culprit here.
I'll add it to our planning board. No promises on timelines, though. 🙏
just knowing itll be considered is enough
Could it be an issue with inability to keframe sky intensity or color, rather than something to do with exposure? Currently, sky intensity is constant per lighting config and skylight color is constant per biome, and since ambient skylight scales with sun illuminance, you essentially can't increase contrast between direct sun/moon light and shadows, because shadows also scale with sun/moon illuminance
also could be very likely
By butcher sky light do you mean decreasing sky intensity and making darker shadows during the day?
back in the dtp era before the current auto exposure we have now was introduced, dark nights were super doable and easy without needing to use really low skylight values. after the exposure got reworked it became very hard to make properly dark nights
yes you have to use like 0.2 skylight intensity for an actual dark night which honestly looks bad during the day
Thus "keyframe all the things"
In all seriousness, we won't keyframe all the things. We really analyze each one we light up with keyframes, because we want PBR to drive lighting behaviors in an emergent manner. But yeah, some things do actually change over time in the real world. 😉
But we'll definitely consider these ones in question this evening
plus then metals look really bad cuz they arent getting much for sky reflection (water too), why splitting sky intensity into skylight and reflections separately might be helpful too
Seriously though, keyframes for almost every VV aspect AND molang support would give creators the most capabilities excluding data driving the renderer folder.
Just wanna throw a few more things out there, being able to use different tonemappers for different dimensions would be cool, as well as being able to use at least some kind of fog in caves (neither distance nor volumetric properly works), and also some way to light up the fog in the end besides the end flashes, as it just looks pitch black otherwise
point lights would help the cave fog thing i believe but yes. also (idk if the new biome blending stuff fixes this) but like you cant even use vanilla fog in caves
which i tried to do once. especially for deep darks
Oh do they help? Iirc when you're in a cave (in a place with 0 light level from the sky), fog scattering just straight up doesn't work, so point lights don't have any fog around them
the fog inscattering used to still apply to point lights. idk if thats still that case
but it used to i believe
i have old images in deep darks with point lights influencing fogs
Is colour grading still not per biome?
Yes. Block/point lighting is currently disconnected from volumetric fog, but its on the list to re-enable as we work on point lights.
static lights especially if they interact with volumetric fog.. Caves 10000% need fog though.
Color grading is but tonemapping operator and temperature grading types can only be changed globally, per-biome parameters are ignored
ah alright
so im not crazy in the fact that it used to work though
You're not crazy. It definitely used to and we disabled it on purpose.
found this REALLY old image when fog inscattering was added to point lights. so long ago.
my old discontinued pack 🫡
actually i think it was long after it was added. i forget when that was added.
cuz this is 1.21.20
wasnt it added in like 1.20.80 or something
man that was a while ago
DONT TEASE ME
i fricking miss that beautiful hazy nether
point light fog in a building
one thing i want in vv
rough reflections
whether its done via VNDF sampling, or some other interesting way
please
ok yea i found the images i was talking about before
oh wow 1.21.80
so around the VV release time
or well early VV prep
Imagine if static lights would also be able to influence fog 🥹
id live for that to happen
lpv fog volumes
it does depend on what static lights would be tho
logic says floodfill
Now imagine molang support so manifest v3 can individually choose which light is point and static.
I hope I can witness at least a single field of VV being data driven with Molang in my lifetime
(seriously tho, I think they might just be purposely avoiding molang and waiting for client scripting instead)
😫
Imagine they actually enabled the static lights 😫
I do believe client scripting is the way to go. Their temp solution using server is not it. It alleviates some gripes but we cannot do it per player.
Yeah client scripting makes the most sense for it. I just hope it would be fast enough to be able to compute all the values every frame
Yes sure
now this is by no means very usable. most light emitting blocks do nothing
but its cool
but like the metals which look quite meh in VV, look quite interesting in RTX
Omg omg omg
Im gonna cry right now
Can we also get rain customization?
please 🙏🏻🙏🏻🙏🏻
When it's rain, it feels like just...vanilla 
I'm really looking forward to where VV will be in a year. Point lights, refractions, static_light, and whatever else is currently in development that i don't know about. All of this stuff is really exciting and i really like how open you are with talking about this stuff, so we know there's always things to look forward to with VV.
Hopefully the future also includes someone going into Content\data\renderer\reflection_configs\lods\reflection_configuration.console_2.ultra.json and setting linear_search_step_count to 300 (or at least like 250).
overall just like a rain overhaul would be awesome
i think right now a lot of VV is like that where it doesn't feel that different from fancy. Rain, the nether, caves/interiors.
point lights and static light will fix caves, interiors and the nether presumably and make them feel more different when VV is on
hopefully we also get cave fog (i don't think that's a thing yet?)
kind of, but it's only the fog colour going dark underground
but having more customization would be awesome
Um I also want to have shadow distance control under the video setting
i mean this is still a thing (edge of render distance is way too bright while underground. This is also an issue without VV, but with VV you're likely playing at lower render distances)
that's weird, i'm playing vv at max render distance and i didn't experience that
well yeah if you're at max render distance, then the cave will never go out of render distance.
if you're playing at lower, like you have to on PS4/XB1/XSS, then this can be an issue
ah, that makes sense
PS5/XSX VV RD is high enough to usually avoid it.
i think i experienced the fog darkening because of the fact the fog distance was short
i think it's because underground the fog isn't brightened by the sun and sky, so it ends up being darker
real
the offical pbr for rtx in that one xbox demo just looked nice, they could have put it in VV
refractions, vertex animations for water and foliage, light rays underwater, SSGI, rain puddles, volumetric clouds etc theres so much i hope one day is available i don’t even think the vanilla vibrant visuals needs most of these for performance parity just the ability for creators to implement them 🙂↕️🫶🏽
Light rays under water? That uh... that exists
SSGI is also just a bad answer to problems tbh
GI to me is just not an effect that works super well in screenspace
I think one of the better modern SSGI implementations is uh, what is it SSILVB?
I mix up the acronym a lot
I think just some basic AO would be sufficient for VV though
idk im still new to pack developing but is there not only godrays underwater? i might sound stupid
Idk exactly what your asking for with water here
If you mean like moving light rays that's just the "godrays" following the caustics pattern
Caustics are usually mapped to the shadow program which allows them to be treated as shadows and influence volumetric lighting
these are godrays underwater
yes thats what i meant 😭 i could be tripping
Well that would happen if caustics were treated as shadows instead
vv underwater rn just feels like a blue fog imo 😔
Honestly would be insane
Actually I think caustics are treated as shadows but because the water itself can't actually cast shadows
Unless it can
Idk
🤷♂️ I just know that adds so much more life to underwater scenery
Yes it does
I wish caustics could be calculated off the wave patterns
But that gets expensive
You're basically computing refraction based on the normal (waves) and adjusting the trajectory of sunlight through the surface
Maybe it could be possible once VV has refraction tech
Like I said in another server - I wish VV had the same level of customization as Java shaders.
Being able to Choose more taxing features for some things vs others is awesome.
Would be nice
I've tried implementing wave based caustics
I don't entirely get it right now tbh
I wanna add it to raytracing tho
Trial + error.
If you care enough, you’ll find a solution.
I'll first have to take a look at how RTX applies caustics in the code first
It's just a scrolling texture right now by default
But it does all the other stuff like light shaft manipulation
Yes they are a shadow
what is this i found in minecraft files 😭
Education edition torches
Strawberry Vibrant Enhanced V2.2 (upcoming update)
snow
snow 🥶
I offer my soul for this to be a thing
🔥
Thank you, I would but I gave Navi mines a long time ago.
I keep forgetting but just remembered - Lightning bolts and the flash from lightning -
This is still 100% vanilla.
Can we get lightning PBR so it actually is emissive ?
Also could the lightning flash be redone to be more accurate in its lighting?
Maybe have it interact with Volumetric fog, even casting shadows could be nice.
Would be so cool if it acted like an end flash
But
I can really see people hating that
Because it would be a very sudden and abrupt and fast change in lighting
i think that'd be fun
but also idk how well it'd work
since like, lightning bolt is an entity
you just can't please the community 💀
You could strap a giant point light to the entity
I made a lightning flash system
because you can go all around it
However it wasn't a shader
It was just a C# script that randomly flashed a new directional light randomly
I was going to write that originally - but figured maybe that would be unrealistic.
That would be my primary suggestion though. A Flash like the current end flash only from directly above the ground every time.
Best option
just raytrace it /jjjjjj
But no my thought it's putting some kind of directional light source at the center of the lightning entity that can cast shadows and directional shading
So like a point light or a directional light would work there
instead of ray tracing how about just like
putting a 500x500 point light every block from the lightning top to bottom
or every half block to make it smoother idk
(500x500 being the light distance)
Ohhh.
That would be cool but it’s intensity would have to be pretty high for it to match a realistic sudden flash from a nearby strike
Ngl raytracing would be faster there 
Nvm
You mean one giant point light
no i was making a joke
Oh
Lightning bolts being 500 point lights
Mmm lag
Like legit RT would be faster
Rt really isn't that slow anymore either
That’s what it would have to be, too tbh.
Unless they made it emissive and made it compatible with the static_light function.
Maybe then it could look decent
I think (for non mobile) mojang could really easily get away with path traced lighting on things like lava. It would be so much faster than point lights and still offer shadows
But that's not ideal nor efficient
They have to prioritize mobile.
Static lights would be way faster anyway
I hate that they do but it's understandable
yeah i wish they could do more advanced graphical stuff for current gen consoles and PCs
Mobile is like 60-70% of MCBEs population
The dev who usually talks here, mentioned a long time ago something about large pools of block light being able to cast shadows with some mentioned method.
Just said it’s not likely coming soon.
Maybe it will be with static lights.
He used lava and Glowstone as an example
Lava static light 🤤
Static lights 110% will not cast shadows
I just want them to prioritize the nether next.
I figured this.
i think static light will improve the nether at least a bit
Caves IMO.
Nether can look pretty good with a resource pack.
That too.
Why? It would have to be a very special and custom type of light. A large radius point light
lava, soul fire, soul lanterns, shroomlights being colorful will help
Nether just...sucks regardless.
caves need dark fog
you should not see the bright skybox out of the edge of your render distance
when in a dark cave
But with the odd shapes of lighting etc. would that be possible?
What’s your render? I never have that issue.
But it 1000000% needs fog.
volumetric
it's when your render distance is low
It wouldn't matter. It doesn't have to follow the shape. It would just be one big light roughly in the center
on last gen consoles, max VV render distance is 12 chunks.
on Series S, it's 16.
both of those are enough to have a big enough cave go out of render distance.
nvm I left that discord.
really even higher values can still go out of RD, just the higher it is, the less likely it is
But the way point lights currently work - the point light is visible.
That would look odd. Seeing the streak/elongated PL beside/through the lightning texture
There still is some bugs they need to iron out.
Omfg….
I’m so sorry lol.
I have series X and we get 28 chunk.
Yea floodfill lighting is like a Minecraft thing lol
I don't even know why series S is only 16 when it was 24 when VV was in preview
and 24 was fine
We had 24 then 28.
series S configs as a whole are odd and need improving
Clearly lol
Sheesh
i almost wonder if they forgot the series S is current gen
or if they just got confused by Xbox' naming scheme
Ah found it.
In this devlog of remaking minecraft in java, I implement lighting and shadows, including coloured block lights.
Music used:
Radiant Historia OST - Shadows Dance In The Darkness
Radiant Historia OST - The Melody Connecting The World
Useful resources:
LibGDX: https://libgdx.com/
Learn OpenGL: https://learnopengl.com/
Probably confused themselves
Assuming static light is akin to this...I hope it's only for lava tbh.
why?

Lava gives off that feeling of the above whereas like torches or other blocks...ehhh
I just cannot wait for coloured lighting to stop being experimental.
i think it'd be really nice for froglights
I checked out Starfish's VV packs using them and oh my God I love them.
You just made that block up.
Very likely will be like this. It's quite a cheap and logical idea
no the frogs did
That's literally what he said in that video lol.
You just made that link up.
I guess then yeah, full blocks would work with floodlights.
I mean...the files are already saying full blocks use floodlightrs.
Lmao. Haven't watched it but funny
the minecraft wiki don't lie
yeah, full blocks use static_light, non-full blocks use pointies
the question is whether the non-full blocks use both or only the pointy ones.
Erm actually.
☝️
campfires use static light, they're non full blocks.
And so does firefly bush.

oh amethyst too i guess.
Remind me again, the strength of coloured lighting is based on light level yes?
And fire, enchanting table, portal, all amethyst things, cave vines, sculk sensor
☝️
Checkmate Pout.
Yeah I change my mind then.
I honestly really hope they like hybrid point/static. currently point lights fallback to vanilla. I hope point lights will fallback to the colored static light when out of range or at the border I pray
I would love to see them on other blocks besides lava.
i mean, playing with java shaders it looks good even with partial blocks having colours imo
And in English?
Average lighting in a gamer's room.
pointy lighty should colour when non pointy colour is lighty
So at the edges of point lighting you see the bland basic light color. I hope they replace that with colored light that matches the point light so it's consistent
Is there a pic or video? I have not touched VV in so long.
🥀 One day I'll revive my VV pack.
I don't have one on me no. I don't really work in preview anymore
But campfires just like Lanterns - work perfectly with PL.
Even though you would think the light is blocked.
But Campfires don’t work with them.
Stinky Marketplace partner.
point lights are at their best when they're behind tinted glass so you ONLY get the point light
Eh I did it even before, cuz integrating preview features into my personal pack wasn't a good idea cuz majority of people are on release. I'd rather support majority than break things for the minority
They should also fix waves on flowing water.
I agree but it is very hard to do. In my own journey of waves reflections got inverted on flowing water 💀
Fix flowing water visibility
this is a thing i hope they never change. tinted glass removing block light but letting point light through.
So it's fair it's disabled for flowing water
*Fix water
The fact they haven't fixed water not being proper until you reload a world is crazy.
I know Al3xis kept crying each time she saw her waters be broken.
Also there's like no surface highlight so it's so hard to see sometimes
They just need to make block light coloured WITH point lights or remove it altogether.
Block OR point.
For a project at SF, I didn't even know we had custom water 😂 until I saw her screenshots.
i think colored block light with point lights, but also still don't fix this.
Was she using editor?
Cuz editor is borked
I don't think she even knows that exists.
because even with colored block light, this wouldn't look as good
as it does with JUST the point light
I haven't had issues with water in VV outside the editor
We just had some hiccups at SF with VV in general.
But then what’s the point?
Your example SS looks like PL spread is nearly identical to Blocklight.
The fact that water doesn't load properly until you reload?
That only happens if you load VV from vanilla
If you are in VV already it's fine
Just have VV on in the main menu
if this had block light and point light, the entire room would be lit up
That's still a big issue.
Oh I agree
You know how annoying it is for marketing?
RTX also has really bad problems with that
Which is why my ideal scenario is Point or block.
Not both.
RTX mentioned, interest depleting.
If you load RTX in a world from vanilla, the whole world will be shiny 💀
the problem there is you're sacrificing gameplay clarity. Point light alone means you can't tell what light level a block has.
And PBR doesn't load
Anyone know what Point lights are ?
It’s not Path traced ?
Yes but if spread is made to be very similarly to Vanilla - ignoring shadows it won’t matter
Point lights are small directional lights. They usually have their own shadowmaps and are basically treated like tiny suns
So no way for real ambient light?
but i like being able to direct the lights :3
this with vanilla spread wouldn't work. But if you have just point light and no separate block light, then areas of this room that are completely dark wouldn't actually be light level 0.
No not usually. In unity, you can bake point lights which allows them to contribute to indirect lighting through baked global illumination
Kinda poopy.
Would be nice to see atleast some ambient contribution from the point lights.
This way shadows weren’t 100% black without any block light.
Point lights also usually have a "radius" a max radius determines how far they reach, and the min radius determines the maximum distance for perfectly sharp shadows. And shadows usually get softer as they reach the max radius
Mojang don't implement that second part though. I don't think they even have filtering right now
VV point lights will always be 100% sharp for now
Hope they change that
i wonder when we'll see point lights and static light in release
Lemme load up unity rq
or even static light in preview
Maybe if the floodfill was still there but made to be extremely faded compared to the intensity of the PL.
That might complement the shadows better and simulate some ambient.
I think the point light thing will be better if the floodfill lighting matched the point light color
yeah
but i still hope the tinted glass thing doesn't get fixed for when you want just the point light visible
But if intensity is the same, shadows would be invisible
Tinted glasses removed light level so if static lights use light level(which they def will) it should work the same
So no shadows directly on the block that the PL touches
floodfill light is already darker than the point lighting
so shadows would still exist
im loading up a game engine real quick to show off what point lights could be like in the future tho!
uh uhuh.. cool i dont care lmao
i dont understand why they dont just implement device based features tho like how ray tracing is only available on pc i dont see why they cant make certain things for more capable devices that are toggle-able
Because Better Together means...Better Together. They're campaigning hard on Vibrant Visuals and that means all platforms that support it should be in parity. Same experience.
Many games use something similar to floodfill but much fancier, it's called light propagation volume
Will search that up later.
As long as flood-fill has color and shadows are still clear.
I’d love the two combined.
This could be nice. Although a quick search says it can be pretty taxing especially at high resolutions. Not great considering MC defaults to 4k on consoles (idk about mobile)
https://www.youtube.com/watch?v=qNBo4N_RWaI
https://www.youtube.com/watch?v=t9MbdgJkq9M
https://www.youtube.com/watch?v=zl-Wh89y9XA
Cascaded Light Propagation Volumes For Real-Time Global Illumination
by
Anton Kaplanyan - Crytek GmbH
Carsten Dachsbacher - VISUS / University Stuttgart
How to set up and use light propagation volumes in Unreal Engine. Topics covered: Light propagation vlumes, editing the engine, static and dynamic lighting, post-processing.
Special thanks to Armando Alvarez and Mark Elliott for their notes on this topic.
SUPPORT:
PayPal - https://www.paypal.me/JBunderscore
Gumroad - https://gumroad.com/jackma...
Real time direct lighting is injected into a light propagation volume to simulate infinite light bounces in real time. Speed of light is 60m per second.
This is made in Unity3D
That’s actually insane.
Even just the world lighting being like that instead could be insane.
Caves would look so much better with holes exposing skylight.
Some screenshots from a java shader that was implementing this technique. It was never finished afaik, hence why screenshots are WIP
One technique gives you: colored lighting, AO, shadows, GI, volumetric lighting, world space reflections
I wonder why this wasn’t implemented or if it was even considered.
mix of point lights with various shadow softness tweaks. image 4 is using raytraced shadows, the rest are PCSS. Im hoping point lights in VV could have shadowing like this 🙏
i pray for PCSS honestly
PCSS vs Ray traced. its honestly spooky how good PCSS is
Literally looks identical imo.
I only notice the shadow cast from the closest pillar to the light, is more sharp and visible in the first image.
Maybe not closest to light - but farthest from camera
PCSS has some biasing issues in this image where as raytracing is perfect. but its a really good option
If point lights could get THAT good - id be in heaven
i want PCSS sun shadows
PCSS sun shadows would give a variable softness. so something like this. (PCSS are essentially a raytraced shadow approximation anyway but yea(
so a smaller object like tall grass, would have nice and sharp shadows, where taller things like this would variably get softer
That would definitely up the quality of world shadows
in java shaders the option is usually called variable penumbra shadows
PCSS is more expensive but its so good
it actually looks pretty gucci
no more milk
no more grey waterrrr
sea foam is gone?
They updated the water in the materials index.
#1435308343202676880 message
It looked ok in some cases and bad in others
yeah i didnt think cave foam made much sense
I'm glad they're doing something about the water bug. Unfortunately though I'm still seeing it - the opaque areas seem to be inset by one block now, so they only appear when there's at least one block of margin in the blocks above causing the shadow. It's an improvement, but I'm disappointed that it's still mostly there.
I discovered recently that setting the sky color in client_biome.json to black eliminates the water shading issue completely. I wish we could do that but only impacting water reflections.
Its unfortunate cuz its quite an issue but setting it to black is not ideal cuz then shadows are uh... yea
Yep, exactly, not workable sadly. But at least it indicates that it should hopefully be fairly easy for them to implement a full fix.

Maybe that changelog entry about opaque water wasn't referring to this
💀
mb it was referring to how water breaks if u switch from fancy to vv in a world
Hi, I have a question: does Fog still not work without RTX? I've tried using the method I used before, but it just doesn't seem to work
There is fog in VV and even default MC
https://youtu.be/73j1ErcLDXs?si=vbbEWgLtkmjoM-hH
Fake or real
INFO
Just Nothing
Where From? Im From Philippines 🇵🇭
Age - 16
(USE THIS LINK WHEN YOU UPLOAD IT ON YOUR OWN VIDS)
MINECRAFT OPTIMIZED
https://vindaone.github.io/MinecraftO
a user who copied my void v6 or steal without credit
@readeoy
MY MAP
DISCORD
…
some of the footage looks sped up
but otherwise it looks like it could be real
I can't get it to work, I'll keep trying, thanks
Already readed
are you trying to get it to work in vanilla or vv?
the loading footage was sped up to make it seem like it works, sus
what a lovely night time 
The loading is sped up lots and I'm wondering whether the actual game is recorded on mobile because we can't see controls or hotbar to know also the same for the settings menu.
even then, we all saw that fake MCRTX on mobile video
sunset
rtex
Artex
Alexistex
fog
🔥
I wish Mojang would fix the fog position at night because it's really weird to see the fog upside down at night.
wdym upside down?
Sorry my English is not good, I mean "the position of the fog does not match the moon"
Huh? It looks fine to me
fog position always match the moon?
i never had mismatched fog
Thanks for the information , I think it should be in sync with the moon.
Did you make a bug report in mojira?
And my laptop can run VV with DX11 🗿
what is happening with those cloud reflections
maybe because of DX11
so lovely omg 🥹
Yeah this isn't supposed to happen

Guys,how can i make translucent emmisive entity?
Using vibrant visuals
Whenever i apply emissive it translucency making it look like fully colored entity
Translucence isn’t supported in VV.
are there emissive materials for blocks
got it just had to add face_dimming and ao and set it to false
0° real
Anyone try colored point lights? I followed the documentation and have the latest version but am getting “unsupported version: no parser available for version 1.21.120”
Yea but they are only functional in preview
This error will only pop up if you aren't on 1.21.120
Errr nvm no
They got changed
You need a local_lights folder now instead
Broken light rays?
it's been broken for 100 years
IM GOING INSANE
I NEED HOT RELOADING AND MANIFEST V3 SUPPORT SO I CAN EASILY COMPARE THE TONE MAPPERS
Unless....
I make 5 different packs so I can launch 5 different instances
IM COOKING
Nvm GOAT EDITOR MODE
It's been a while...the expected keyframes content error is so useful (sarcasm)
Because I set orbital offset degrees to -23.5

Color gradfing keyframes when.
i think look like solace
The biggest issue is I cant make this only a specific time of day.
Keyframed color grading is probably not that common in java shaders
Unfortunate.
I love keyframes everything.
I cant think of how else to achieve the result I had for onyl sunrise
You also have to keep in mind that it'd change visuals indoors which might look weird
Manifest v3 when
Molang support in VV when 😔
Precisely, paired with manifest v3.
If color grading supported molang, you could technically animate it the same way as if you had keyframes
shudders
Moalng to support indoor and outdoor!!!
If only we had light level queries
shudders server-graphics
Ah yes, behavior pack to solve all the problems with resource packs
That's the only way I can think of to solve my keyframes problem if RP doesnt support keyframes.
I know of another... custom shudders, shudder support, shudders in resource packs, please please please plea
I recently learned of https://modrinth.com/mod/polytone while this is a RP general thing...it still be nice.
Java recently received some keyframing capabilities in resource packs for things like sky color, would be cool if bedrock had the same in fancy graphics (without VV)
Yeah, timelines.
It goes for beyond more than that, but still reinforces we need more keyframes.
Looks like you applied a sepia tone effect to the game lmao
I like the subtle wink in that emoji
Why, how and why
Just like atmospherics
Becuase more keyframes support good. Vibrant day, greyscaled night


how has this sorcery been performed
this is exactly what i thought of when i see that 😭
uhhh it's 5am but finally static light !?
waaa
Chedck the media tab in #1437846663082410016

Is the new static light stuff only for VV? Or for base as well?
VV.
Sigh
That only changes the REACH of the lighting.
Not the brightness or intensity of the lighting.
ik lol
I was wondering where I should put those light components on
Static lighting does in fact, look very good
I've been dreaming of lava having colored light(which doesn't burn gpu) in vv
Thanks mojang
why would they update fancy graphics if vv is default now
Actually they are updating it much more rapidly rn
Custom shaders break every preview cycle
Although there is no visible difference
I mean, VV doesn't exist on the switch, and doesn't run well on PS4, Xbox One, and some lower end PCs.
even if it doesn't run well it's default
waiting for
refraction
border fog
ssao
milky water fix❤
milky waater?
wdym
border fog?
sometimes water turns white if the sky isn't directly above it
also no rain customization?
i thought that was a reflection bug
It is. Sky reflections don't render when it's not directly under sky
- refraction
- fxaa
- ssao
- rain customization
- milky water fix
- waving blocks
- clouds customization
- fog density key frames
we NEED that
refraction, fxaa and ssao we really need
clouds transparency when
shadow distance slider when
clouds tallness control when
sky light keyframe when
thats what i also meant under clouds customization
we don't hate it right now?
yes
MORE KEYFRAMES
i need keyframes for my life
Weather customization is probably my #1 priority - right now whenever it starts raining, it looks as if VV has been disabled. I still need there to be some directional lighting. Milky water is my second priority.
My priority is refraction and fxaa
Best you can do rn is tweak volumetrics during rain to at least feel a little better
I hate pixelated edges
But it's terrible
My Xbox One runs VV fine
Maybe silicon lottery idk
I'm having a hard time believing this is bedrock... It is bedrock, right?
yup
Just a VV pack?
yea
Looks very nice, very shader-like
thanks!
static lighting be making a difference lol
true
My eyes are officially dead
holy saturation
And global Illumination
I love
ink
💖
I wish we could have different light colour intensity depending on the light level of the block. Specifically for candles
like, the single candle, which is normally a very dim light, produces a very strong static light right now
with fancy, the light the single candle produces is much more subtle. with VV, it's pretty much equal to the strongest candle level, just covering a smaller area
Hence why I asked for the separation of light emission with the intensity.
Desparately need.
and also block state support when
I think it still follows the same brightness gradient in VV, but you don't notice because of tonemapping
Maybe it'll be more noticeable with aces, as it tends to show bright colors more distinctly
How would that work? For gameplay reasons block light spread will have to be kept the same as in vanilla
You can already make gameplay unplayable using VV
i mean, i think default VV (which, for the most part this is. I just added colours to candles for this pack) doesn't follow it as much.
You can see in fancy that the light for the low level candle is very dim, while in VV it isn't at all.
OHHH
I figured out why Glow Lichen is so intense in VV coloured light...it's because if you turn off VV it has the same light spread. They really don't want Coloured Lighting to affect gameplay.
Sure you could if you intentionally break it, but most VV packs don't. I think it'd be confusing to light up builds at night for example, if visual light emission from blocks doesn't line up with their internal light spread as considered by the engine. You could make an argument that RTX doesn't care about vanilla block light and people are using it just fine during gameplay, but at the same time I bet some people aren't using RTX precisely because it makes gameplay more difficult and mojang might not want to drive away people from VV
black static light looks interesting
but most VV packs don't
That's not a good counterargument. Let creators be able to decouple it. Most packs won't use it
What's the scenario where that would help with visual fidelity?
Make glow lichen less intensive as well as the candles.
You could try balancing it, decrease the brightness of block lights by: 1) decreasing exposure via color grading and 2) boosting sunlight and atmosphere brightness by the same amount, to make sure the world looks the same as before
As a result, you'll end up with overall decreases brightness of block lighting and emissive surfaces
Can you not achieve the same thing (adjusting brightness) by editing light colors?
candles have 4 light levels, based on how many candles are in a block.
Block states for candles do prevent that yes.
1 candle should be very dim while 4 candles should be bright
right now, both 1 and 4 are bright
(and 2 and 3)
However, I still want lichen to be a specific colour near the center but have sharp falloff.
it's not , it's same brightness for every light source
So if you do #000000 it's white?
Though the light falloff definitely doesn't look right
I have to test it but changing color to be darker was not doing anything for me
Didn't see this
I think the light intensity is a consequence of the light fall off not going down as intended
A problem that existed prior to coloured static lights
before static light light fall off was weird but still better than now
But that "black" light does suggest something else is in play as well. Better make a bug report @tropic rampart


