#Graphics General

1 messages · Page 29 of 1

languid mirage
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I took that more as - education edition will be dropping support.

But that’s just me. Maybe I’m just hopeful

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Anddd I was correct…

loud pilot
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education edition isn't dropping support though, so were you really? 🤔

languid mirage
radiant totem
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Hello, can anyone tell me how to make an entity glow in vibrant visuals?

white willow
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youll need to make a pbr file for them

radiant totem
white willow
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its a lot to explain

wise hinge
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🥺 👍

radiant totem
languid mirage
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Static lighting will just make this sooooo much better 😫

wise hinge
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bloooom

white willow
iron moon
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I'll keep updating this building

wise hinge
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the floor is so clean

iron moon
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I failed. This is not what I wanted but yeah

quick beacon
wise hinge
white willow
iron moon
thorn bison
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fr

white willow
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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

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It's not perfect but it looks much nicer

graceful iron
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Wow

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There’s like no ghosting

white willow
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It's much worse with TAA and we made some extra tweaks to DLSS for noise reduction

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But it's still a lot better

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The noise increase is really only bad on bright stuff. Probably wouldn't even notice it normally

graceful iron
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Honestly, the noise is probably acceptable

white willow
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It's funny tho cuz that honestly looks better to me than the over blurred and ghosty reflections

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It's also only metals it really is noisy like that on

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Smooth blocks are actually mostly noise free

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Personally I find it a solid trade off

graceful iron
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wowie

white willow
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I'm gonna release a build with this later

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I'm gonna test DLSS 3.8 tho and see if that has issues with the DLSS adjustments

graceful iron
white willow
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Would be helpful for sure

graceful iron
#

Optiscaler should work with BE now, right?

white willow
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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

white willow
graceful iron
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mmmm

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Is bedrock not using the GDK yet?

white willow
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I mean if reshade works I don't see why optiscaler couldn't

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Yea releases are still UWP for now

graceful iron
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mmmmm

graceful iron
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I think optiscaler has UWP support now

white willow
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BUT VVS USED TO HAVE BOTH

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I'm not letting that go

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That NEEDS to be changed

graceful iron
white willow
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Did someone order a NAN Sandwich

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I do wonder how often yall st mojang ran into nan issues like this during VVs dev lol

iron moon
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I hope at least one dev died bcuz of that

languid mirage
sonic canopy
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Is there no way to reduce volumetric water fog density in VV?

sonic canopy
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It doesn't seem to do anything for me

languid mirage
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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.

white willow
white willow
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but you can only reduce it so much

sonic canopy
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Ok I see. Was hoping it'd be possible to disable completely but ig not

white willow
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yea only way is to just turn off fog in the settings

sonic canopy
#

Crystal clear lakes
Yeah right bao_ext_toldyouso

runic kestrel
#

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 ?

thorn bison
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could be something to do with format versions/minecraft versions

runic kestrel
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im not too sure what could need changing

thorn bison
#

could you send the manifest json?

runic kestrel
runic kestrel
# thorn bison could you send the manifest json?
    "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"
    ]
}```
thorn bison
#

have you tried setting your minimum engine version to 1.21.90?

runic kestrel
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hmm

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ill try that

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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

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yeah ill try changing the engine version, ty

mossy verge
runic kestrel
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yea, but, atleast previously, it hasn't caused the entire resource pack to not load ?

white willow
runic kestrel
white willow
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Definitely

silent zealot
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Does this happen in preview too?

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If so, can you try 1,21,120 as the MEV?

runic kestrel
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im gonna ask one of my friends who cant run VV on their device, and see if they have the issue

blazing whale
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Strawberry Vibrant Enhanced V2.1

silent zealot
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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.

tropic rampart
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but slightly

silent zealot
#

https://youtu.be/fsXiTy-Q3ig?t=1952

An example of what Im saying if my English is bad.

Minecraft Bedrock Shaders resource packs are here to change your experience forever!
✅Become Official Member: https://www.youtube.com/channel/UCkjxZqW8zRi4rexA3TMvmrA/join
HELP ME REACH 2 MILLION SUBSCRIBERS: http://bit.ly/2qptXQy

► Follow me on Twitter: https://twitter.com/EcKoxSoldier
► Twitch: https://www.twitch.tv/eckoxsoldier
► Di...

▶ Play video
tropic rampart
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somehow i never noticed until you pointed it out

silent zealot
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Yeah, it's been an annoyance to me when developing PBR.

white willow
white willow
silent zealot
white willow
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Reflections

silent zealot
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Yeah this is also what I mean, I know it's fake but my eyes and brain say squint your eyes.

white willow
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lol fair enough

quick beacon
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My eyes don't like it and it makes me squint my eyes

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I look so dumb doing it qwq

silent zealot
quick beacon
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I'm tired alright

silent zealot
quaint fern
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How i create a glass block with vibrant visuals?

silent zealot
quaint fern
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Ow

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Was #unkown

white willow
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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

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and im pretty sure mipmaps do not behave this way on java either

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do i need more mip levels or am i misunderstanding something

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actually having mipmaps on seems to do aboslutely nothing for distant noise

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at above 16x

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on and off.

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VV needs anti aliasing at native or they need to fix their TAAU because this is honestly not super acceptable imo here

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or mipmaps need to actually help

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oh seems to be a bit of an issue in vanilla too. im almost certain vanilla textures arent this noisy (also at 16x MSAA)

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yea no. mipmapping just does nothing at 128x. this is vanilla

white willow
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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

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to be extra sure lemme test without mods to see if sodium doesnt just patch the issue

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ok nvm sodium just patches it

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HOWEVER, animations dont fade out after a couple blocks.

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does anyone know how long this has been an issue for? considering it also exists in java this should probably be fixed no?

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the only real option i can even think of is test fate with mixing resolutions and praying the atlas doesnt nuke itself

tribal trail
white willow
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actual insanity

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java doesnt have that problem. the problem that is shared is mipmapping not working on higher res textures

tribal trail
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i know animation thingy is bedrock only

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and it's a pain

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also how to look with 32x32 textures or 64x64 textures?

white willow
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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

tribal trail
white willow
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not sure

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i can check

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but i dont have a 32 or 64x pack on hand

tribal trail
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please check it, it will be funny if anything over 16x result in this

white willow
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its crazy cuz a mod fixes this, which means its definitely doable

white willow
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its just less broken

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32x max range, 64x max range, 128x max range

white willow
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Finally

thorn bison
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no kidding

white willow
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Did a cool thing in RTX. Made it so the actual density of the cloud will affect the darkness of the shadows

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So on the resource pack side of things, making clouds have higher scattering and absorption values would result in darker shadows

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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

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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

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Having this value will result in this type of shadows with a 0.5 base opacity

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Where as these get you this

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Pretty cool

white willow
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Ok I need to talk about this

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Sunlight in VV bugs me

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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

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Basically looking anywhere that doesn't have fog literally just looks like base mc maybe with shadows. Which I do understand was the intention

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But idk if it's just the lack of proper AO or what but this really doesn't look that good in my opinion

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It would be really cool to potentially see other BRDF methods implemented and possibly selectable through a json config or added onto lighting

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But I've tried so much to get brighter, nicer sunlight and I cannot

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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

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Or there's some lack of extra atmosphere to make this feel less plain

white willow
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Id like to hear others opinions on this.

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I'll play with that BRDF LUT, see what differences that might make

sonic canopy
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BRDF lut only affects specular, so probably won't help much

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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.

white willow
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Yea I get all that for sure

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I'm not one of those people asking for every little thing under the sun

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I like the art direction of VV being simple

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But it's just bland

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If that makes sense

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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

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But I want something that looks nicer than vanilla which a good bit of the time, just looks like vanilla

tropic rampart
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given that The End got the supernovae

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i think the End could be darker

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but that's it

sonic canopy
tropic rampart
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i like how it is besides that. Make it darker by default and reduce the autoexposure when the flashes happen.

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i prefer how dark the End was in some earlier previews

sonic canopy
white willow
white willow
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If I were to expect a refresh it would be like that tbh

tropic rampart
white willow
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Now it doesn't need all the extra things comp has been doing lately like the WSR.

tropic rampart
#

like i preferred this tbh

sonic canopy
tropic rampart
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the End being dark, but not so dark that you can't see

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and then the flashes actually make it bright

sonic canopy
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Meanwhile, java shaders:

white willow
#

There it is complementary

tropic rampart
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i prefer the VV approach tbh.
this looks nice, yes, but it feels excessive.

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i like the more empty void with the occasional flashes

white willow
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The problem isn't really the style

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As Veka is saying, it would be nice if the ambient light illuminated the fog a bit

tropic rampart
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fair

white willow
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The sky can illuminate fog in the overworld (I think) why can't it in the end

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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)

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The direct lighting here just... looks better than VVs sunlight in terms of how it's distributed and everything

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I'll screenshot later in the reimagined settings

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Took this from the comp 5.6 announcement

tropic rampart
white willow
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It's more or less an issue on the resource pack side

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For default this looks fine

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But when editing things perhaps you want a brighter sky

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It looks bad with how the fog works

languid mirage
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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.

white willow
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I'd love to add my own shaders

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Lemme integrate my skybox everywhere

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First it was in unity, then my Java shader, got improved a lot, and now it's in RTX

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Just need to get it running in VV now

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Hehehehehe

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(If you can't tell I love my sky model)

quasi trench
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after that add the skybox in vanilla

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simple graphics ofc

pale urchin
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in terms of direct sunlight shading

white willow
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comp has a lot more going on and is generally less visually boring than VV is at times

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idk how to explain it

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im having a lot of fun editing raytracing :p

quasi trench
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if vv goes to shit, can we get a ray tracing revival

white willow
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already doing it

long ruin
sonic canopy
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Imagine if they added shader support and open sourced BRTX

long ruin
white willow
wise hinge
wise hinge
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At least atmospheric_weather configkittyweep

white willow
subtle escarp
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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 :/

thorn bison
subtle escarp
thorn bison
subtle escarp
thorn bison
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basically, it's the compatibility with vv

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it could be an issue of the resource pack not having vv compatibility

subtle escarp
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So, how can this be fixed?

thorn bison
subtle escarp
thorn bison
subtle escarp
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yeah, it works

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thanks

thorn bison
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np

blazing whale
wise hinge
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I can see clouds noise

thorn bison
brave star
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same feeling when I see people call an addon a mod

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you know what they mean though

thorn bison
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not always unfortunately

brave star
thorn bison
# brave star ?

sometimes it's unclear which edition they're talking about and then they call an addon a mod lol

brave star
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and also vv pack vs a shader

thorn bison
brave star
#

a mod adds stuff to the game, an addon adds to stuff to the game.

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a vv pack adds shadows, makes water look good, and adds lighting effects, so do shaders.

thorn bison
# brave star and also vv pack vs a shader

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

thorn bison
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but i see your point

brave star
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simple understanding to NON developers.

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thats what I mean.

thorn bison
brave star
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lol

languid mirage
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Render dragon toggle on Vanilla MC 😫

Just need static lights to get enabled 🙏

silent zealot
#

#1432756328325054546 message

hexed rover
#

One message removed from a suspended account.

silent zealot
deft cradle
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Why everyone giving sad reaction

pale urchin
deft cradle
faint frigate
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That's because people think GDK is a downgrade (people don't like change)

white willow
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FULL SCREEN NOT BOOTING YOU OUT OF WORLDS IS A BAD THING????

silent zealot
white willow
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It's crazy 😭

white willow
thorn bison
thorn bison
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is anyone else's water looking really rough and detailed since the GDK switch?

primal girder
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They updated waves

thorn bison
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ah

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that would explain it

white willow
thorn bison
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tbh i have no idea how to fix it lmao

white willow
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My waves were really sharp and defined and now with sample width getting chucked, they became way softer than I wanted

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I actually do not know why that was removed

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If it was causing issues fair enough but

iron moon
#

refraction moment

thorn bison
wise hinge
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lmao

thorn bison
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with a broken back

iron moon
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testing the nvidia filters thing

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half of them don't work lol

white willow
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Wavy puddles

languid mirage
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Point light shadows - quality deteriorates the higher the normal shadow quality setting is.

Kinda crazy.

thorn bison
languid mirage
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Can also be seen happening on left side - just not as severe

iron moon
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Just wondering

white willow
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Or I should say the ripples

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It's just slightly altered for puddles but you could very well get a similar look for water

hexed rover
tropic rampart
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My bug report got set to plausible !

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im not sure if thats good or not, but at least it means they noticed it.

wise hinge
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yay

blazing whale
#

Is it possible that Vibrant Visuals will have a different fog intensity feature at different times?

blazing whale
# thorn bison 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.

thorn bison
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and i'll finally be able to make morning mist 🎉

white willow
#

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

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It's not a perfect solution but something I've found that does kinda work in the current VV environment

thorn bison
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is that why fog density feels higher in the mornings sometimes?

sonic canopy
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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

white willow
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Damn discord compression doesn't do the water one much justice

silent zealot
#

keyframes for everything please.

languid mirage
still zenith
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Aha, so multiple axes for parameters. Time of day, weather effects, etc... that's a fun problem. 😀

silent zealot
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Oh yes here it is: #1182091012177399809 message

still zenith
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Sorry 🙏

white willow
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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

still zenith
#

Refractions, too. It's still on our list, like point lights, we just had to make some concessions for V1. 🙏

silent zealot
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I know y'all purposely delayed this stuff so the Marketplace has low expectations and then deliver a bombshell of an update.

still zenith
#

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! 😍

white willow
#

🔥

silent zealot
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But we can ignore her for now.

still zenith
white willow
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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

silent zealot
#

Now I know this isn't a graphics team bug btw...but having your packs deactivate beacuse you changed subpacks is quite annoying.

white willow
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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 😔

still zenith
#

You're trying to make all dark areas to be darker? Or just nighttime?

white willow
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nighttime specifically. skylight doesnt actually decrease at night so the sky is always the same at all times of day

silent zealot
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Speaking of Dark... go check out Starfish Studios new Vibrant Visual pack coming soon, Dark Fantasy Visuals

white willow
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so night is always just too bright

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and if you want a darker night you have to butcher skylight for the daytime

still zenith
languid mirage
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👀 shadow casting from lava pools... Sorry - ignore me

silent zealot
#

Oh, an obligatory...please support Molang for VV stuff. Ok thank you.

still zenith
#

I'll add it to our planning board. No promises on timelines, though. 🙏

white willow
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just knowing itll be considered is enough

sonic canopy
#

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

white willow
#

also could be very likely

sonic canopy
white willow
#

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

white willow
still zenith
#

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. 😉

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But we'll definitely consider these ones in question this evening

white willow
silent zealot
#

Seriously though, keyframes for almost every VV aspect AND molang support would give creators the most capabilities excluding data driving the renderer folder.

sonic canopy
#

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

white willow
#

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

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which i tried to do once. especially for deep darks

sonic canopy
white willow
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but it used to i believe

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i have old images in deep darks with point lights influencing fogs

silent zealot
still zenith
#

Yes. Block/point lighting is currently disconnected from volumetric fog, but its on the list to re-enable as we work on point lights.

languid mirage
sonic canopy
white willow
#

so im not crazy in the fact that it used to work though

still zenith
#

You're not crazy. It definitely used to and we disabled it on purpose.

white willow
#

found this REALLY old image when fog inscattering was added to point lights. so long ago.

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my old discontinued pack 🫡

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actually i think it was long after it was added. i forget when that was added.

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cuz this is 1.21.20

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wasnt it added in like 1.20.80 or something

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man that was a while ago

languid mirage
white willow
#

i almost just sent an image and then realized it was rtx

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😭

languid mirage
#

i fricking miss that beautiful hazy nether

white willow
#

point light fog in a building

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one thing i want in vv

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rough reflections

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whether its done via VNDF sampling, or some other interesting way

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please

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ok yea i found the images i was talking about before

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oh wow 1.21.80

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so around the VV release time

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or well early VV prep

sonic canopy
# white willow

Imagine if static lights would also be able to influence fog 🥹

white willow
#

id live for that to happen

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lpv fog volumes

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it does depend on what static lights would be tho

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logic says floodfill

silent zealot
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Now imagine molang support so manifest v3 can individually choose which light is point and static.

sonic canopy
#

I hope I can witness at least a single field of VV being data driven with Molang in my lifetime

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(seriously tho, I think they might just be purposely avoiding molang and waiting for client scripting instead)

languid mirage
languid mirage
silent zealot
sonic canopy
#

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

blazing whale
white willow
#

now this is by no means very usable. most light emitting blocks do nothing

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but its cool

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but like the metals which look quite meh in VV, look quite interesting in RTX

tribal trail
thorn bison
wise hinge
#

When it's rain, it feels like just...vanilla scrunkly_cat

tribal trail
#

I also want custom fog color for rain

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And custom clouds color for rain

tropic rampart
# still zenith Refractions, too. It's still on our list, like point lights, we just had to make...

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).

thorn bison
tropic rampart
#

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?)

thorn bison
#

but having more customization would be awesome

wise hinge
#

Um I also want to have shadow distance control under the video setting

tropic rampart
thorn bison
tropic rampart
#

if you're playing at lower, like you have to on PS4/XB1/XSS, then this can be an issue

thorn bison
#

ah, that makes sense

tropic rampart
#

PS5/XSX VV RD is high enough to usually avoid it.

thorn bison
#

i think i experienced the fog darkening because of the fact the fog distance was short

thorn bison
sharp raptor
#

real

#

the offical pbr for rtx in that one xbox demo just looked nice, they could have put it in VV

fluid holly
white willow
#

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

fluid holly
#

idk im still new to pack developing but is there not only godrays underwater? i might sound stupid

white willow
#

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

white willow
#

Well that would happen if caustics were treated as shadows instead

fluid holly
languid mirage
white willow
#

Actually I think caustics are treated as shadows but because the water itself can't actually cast shadows

#

Unless it can

#

Idk

languid mirage
#

🤷‍♂️ I just know that adds so much more life to underwater scenery

white willow
#

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

languid mirage
#

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.

languid mirage
white willow
#

I've tried implementing wave based caustics

#

I don't entirely get it right now tbh

#

I wanna add it to raytracing tho

languid mirage
#

Trial + error.

If you care enough, you’ll find a solution.

white willow
#

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

deft cradle
#

what is this i found in minecraft files 😭

languid mirage
blazing whale
#

Strawberry Vibrant Enhanced V2.2 (upcoming update)

wise hinge
#

snow

blazing whale
earnest sierra
wise hinge
#

🔥

silent zealot
languid mirage
#

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.

white willow
#

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

tropic rampart
#

since like, lightning bolt is an entity

thorn bison
white willow
#

You could strap a giant point light to the entity

tropic rampart
#

true i guess.

#

it just can't be a global light

white willow
#

I made a lightning flash system

tropic rampart
#

because you can go all around it

white willow
#

However it wasn't a shader

#

It was just a C# script that randomly flashed a new directional light randomly

languid mirage
white willow
#

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

tropic rampart
#

or every half block to make it smoother idk

#

(500x500 being the light distance)

languid mirage
#

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

white willow
#

Nvm

#

You mean one giant point light

tropic rampart
#

no i was making a joke

white willow
#

Oh

tropic rampart
#

you got it right the first time

#

:3

white willow
#

Lightning bolts being 500 point lights

#

Mmm lag

#

Like legit RT would be faster

#

Rt really isn't that slow anymore either

tropic rampart
#

i wish we had RT on consoles

#

shame that got cancelled

languid mirage
white willow
#

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

silent zealot
#

They have to prioritize mobile.

white willow
#

Static lights would be way faster anyway

silent zealot
#

50% of their userbase is insane.

#

-# i made that stat up

white willow
tropic rampart
#

yeah i wish they could do more advanced graphical stuff for current gen consoles and PCs

white willow
#

Mobile is like 60-70% of MCBEs population

languid mirage
#

He used lava and Glowstone as an example

silent zealot
#

Lava static light 🤤

white willow
#

Static lights 110% will not cast shadows

silent zealot
#

I just want them to prioritize the nether next.

languid mirage
tropic rampart
languid mirage
white willow
tropic rampart
#

lava, soul fire, soul lanterns, shroomlights being colorful will help

silent zealot
tropic rampart
#

you should not see the bright skybox out of the edge of your render distance

#

when in a dark cave

languid mirage
languid mirage
silent zealot
#

I lowkey cannot find a game via google search that uses floodlight.

#

OH WAIT.

thorn bison
white willow
tropic rampart
silent zealot
#

nvm I left that discord.

tropic rampart
#

really even higher values can still go out of RD, just the higher it is, the less likely it is

languid mirage
silent zealot
#

There still is some bugs they need to iron out.

languid mirage
white willow
tropic rampart
#

and 24 was fine

tropic rampart
#

series S configs as a whole are odd and need improving

languid mirage
#

Clearly lol

tropic rampart
#

reflections here are worse than on PS4

#

pleas mojang

languid mirage
#

Sheesh

tropic rampart
#

or if they just got confused by Xbox' naming scheme

silent zealot
#

Ah found it.

languid mirage
silent zealot
#

Assuming static light is akin to this...I hope it's only for lava tbh.

tropic rampart
#

why?

silent zealot
#

pfft

#

Because it just doesn't suit other blocks imo.

long ruin
silent zealot
#

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.

tropic rampart
#

i think it'd be really nice for froglights

silent zealot
#

I checked out Starfish's VV packs using them and oh my God I love them.

silent zealot
#

You just made that block up.

white willow
tropic rampart
silent zealot
thorn bison
silent zealot
silent zealot
#

I guess then yeah, full blocks would work with floodlights.

#

I mean...the files are already saying full blocks use floodlightrs.

white willow
thorn bison
tropic rampart
#

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.

white willow
#

I kinda hope static lights can influence normals

#

They won't but

#

I can pray

silent zealot
#

☝️ smokeynerd campfires use static light, they're non full blocks.

#

And so does firefly bush.

white willow
tropic rampart
#

oh amethyst too i guess.

silent zealot
#

Remind me again, the strength of coloured lighting is based on light level yes?

white willow
#

Probably

#

Point lights I believe are too

silent zealot
#

☝️ smokeynerd Checkmate Pout.

#

Yeah I change my mind then.

white willow
#

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

silent zealot
#

I would love to see them on other blocks besides lava.

tropic rampart
#

i mean, playing with java shaders it looks good even with partial blocks having colours imo

silent zealot
tropic rampart
#

pointy lighty should colour when non pointy colour is lighty

white willow
# silent zealot And in English?

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

silent zealot
#

🥀 One day I'll revive my VV pack.

white willow
#

I don't have one on me no. I don't really work in preview anymore

tropic rampart
languid mirage
silent zealot
white willow
#

Thanks pout

silent zealot
#

Ah I see.

#

I was thinking of render distance.

tropic rampart
#

point lights are at their best when they're behind tinted glass so you ONLY get the point light

white willow
# silent zealot Stinky Marketplace partner.

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

silent zealot
#

They should also fix waves on flowing water.

white willow
languid mirage
tropic rampart
#

this is a thing i hope they never change. tinted glass removing block light but letting point light through.

white willow
#

So it's fair it's disabled for flowing water

silent zealot
#

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.

white willow
#

Also there's like no surface highlight so it's so hard to see sometimes

languid mirage
silent zealot
#

For a project at SF, I didn't even know we had custom water 😂 until I saw her screenshots.

tropic rampart
white willow
#

Cuz editor is borked

silent zealot
tropic rampart
#

because even with colored block light, this wouldn't look as good

#

as it does with JUST the point light

white willow
#

I haven't had issues with water in VV outside the editor

silent zealot
#

We just had some hiccups at SF with VV in general.

languid mirage
silent zealot
white willow
#

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

tropic rampart
silent zealot
white willow
#

Oh I agree

silent zealot
#

You know how annoying it is for marketing?

white willow
#

RTX also has really bad problems with that

languid mirage
silent zealot
#

RTX mentioned, interest depleting.

white willow
#

If you load RTX in a world from vanilla, the whole world will be shiny 💀

tropic rampart
white willow
#

And PBR doesn't load

languid mirage
#

Anyone know what Point lights are ?

It’s not Path traced ?

languid mirage
white willow
languid mirage
white willow
#

They are not path traced

#

In VV at least

#

RTX has path traced point lights though

tropic rampart
white willow
silent zealot
#

I love purple lighting even though that is white.

languid mirage
white willow
#

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

tropic rampart
#

i wonder when we'll see point lights and static light in release

white willow
#

Lemme load up unity rq

tropic rampart
#

or even static light in preview

languid mirage
white willow
#

I think the point light thing will be better if the floodfill lighting matched the point light color

tropic rampart
#

yeah
but i still hope the tinted glass thing doesn't get fixed for when you want just the point light visible

languid mirage
white willow
#

Tinted glasses removed light level so if static lights use light level(which they def will) it should work the same

languid mirage
#

So no shadows directly on the block that the PL touches

white willow
#

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

fluid holly
# silent zealot They have to prioritize mobile.

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

silent zealot
sonic canopy
silent zealot
#

Will search that up later.

languid mirage
languid mirage
silent zealot
#

Cascaded Light Propagation Volumes For Real-Time Global Illumination
by
Anton Kaplanyan - Crytek GmbH
Carsten Dachsbacher - VISUS / University Stuttgart

▶ Play video

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...

▶ Play video

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

▶ Play video
languid mirage
#

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.

sonic canopy
#

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

languid mirage
#

I wonder why this wasn’t implemented or if it was even considered.

white willow
#

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

languid mirage
#

Maybe not closest to light - but farthest from camera

white willow
#

PCSS has some biasing issues in this image where as raytracing is perfect. but its a really good option

languid mirage
#

If point lights could get THAT good - id be in heaven

white willow
#

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

languid mirage
#

That would definitely up the quality of world shadows

white willow
#

in java shaders the option is usually called variable penumbra shadows

#

PCSS is more expensive but its so good

quasi trench
wise hinge
#

🔥 🔥

thorn bison
#

no more milk

wise hinge
#

no more grey waterrrr

daring jewel
#

let gooo

#

no static light but better than nothing

wise hinge
#

oh

#

kelp block ditheringjoelooking

daring jewel
quasi trench
#

sea foam is gone?

silent zealot
#

#1435308343202676880 message

white willow
#

It was a bug

quasi trench
#

it’s just what the bug looked like

#

very rudimentary though

white willow
#

It looked ok in some cases and bad in others

quasi trench
#

yeah i didnt think cave foam made much sense

languid mirage
#

Brrrrrrroooooooooooooooooooooooo

#

Static lights where 😭

sweet garnet
#

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.

white willow
sweet garnet
wise hinge
wise hinge
#

thanks for fixing.

#

thanks.

sonic canopy
wise hinge
#

eh

quick nymph
blazing whale
thorn bison
wise hinge
reef marsh
#

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

quick nymph
dusky lagoon
thorn bison
#

but otherwise it looks like it could be real

reef marsh
reef marsh
#

Already readed

thorn bison
#

are you trying to get it to work in vanilla or vv?

wise hinge
quasi trench
tribal trail
quick nymph
quasi trench
#

even then, we all saw that fake MCRTX on mobile video

white willow
#

sunset

wise hinge
#

rtex

deft cradle
#

Artex

wise hinge
#

Alexistex

white willow
wise hinge
#

fog

white willow
languid mirage
white willow
#

i was playing in 4K too

wise hinge
#

🔥

blazing whale
#

I wish Mojang would fix the fog position at night because it's really weird to see the fog upside down at night.

thorn bison
#

wdym upside down?

blazing whale
sonic canopy
#

Huh? It looks fine to me

tribal trail
#

i never had mismatched fog

blazing whale
#

Thanks for the information , I think it should be in sync with the moon.

wise hinge
wise hinge
blazing whale
#

And my laptop can run VV with DX11 🗿

thorn bison
#

what is happening with those cloud reflections

blazing whale
tribal trail
ruby sluice
wise hinge
deft venture
#

Guys,how can i make translucent emmisive entity?

#

Using vibrant visuals

#

Whenever i apply emissive it translucency making it look like fully colored entity

languid mirage
wise hinge
blazing whale
iron moon
viscid moth
#

are there emissive materials for blocks

viscid moth
#

got it just had to add face_dimming and ao and set it to false

viscid moth
blazing whale
wise hinge
#

0° real

cobalt tundra
#

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”

white willow
#

Yea but they are only functional in preview

white willow
#

Errr nvm no

#

They got changed

#

You need a local_lights folder now instead

languid mirage
#

Broken light rays?

wise hinge
#

it's been broken for 100 years

silent zealot
#

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

silent zealot
#

Nvm GOAT EDITOR MODE

silent zealot
#

It's been a while...the expected keyframes content error is so useful (sarcasm)

#

Because I set orbital offset degrees to -23.5

silent zealot
wise hinge
silent zealot
#

Color gradfing keyframes when.

blazing whale
wise hinge
silent zealot
sonic canopy
#

Keyframed color grading is probably not that common in java shaders

silent zealot
#

I love keyframes everything.

#

I cant think of how else to achieve the result I had for onyl sunrise

sonic canopy
#

You also have to keep in mind that it'd change visuals indoors which might look weird

silent zealot
#

Manifest v3 when

sonic canopy
#

Molang support in VV when 😔

silent zealot
#

Precisely, paired with manifest v3.

sonic canopy
#

If color grading supported molang, you could technically animate it the same way as if you had keyframes

silent zealot
sonic canopy
#

If only we had light level queries

silent zealot
#

shudders server-graphics

sonic canopy
#

Ah yes, behavior pack to solve all the problems with resource packs

silent zealot
#

That's the only way I can think of to solve my keyframes problem if RP doesnt support keyframes.

sonic canopy
#

I know of another... custom shudders, shudder support, shudders in resource packs, please please please plea

silent zealot
sonic canopy
#

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)

silent zealot
#

It goes for beyond more than that, but still reinforces we need more keyframes.

graceful iron
viscid moth
#

does points lights work for custom blocks yet?

#

nvm it works

tribal trail
tribal trail
silent zealot
silent zealot
wise hinge
silent zealot
wise hinge
thorn bison
finite dome
wise hinge
#

uhhh it's 5am but finally static light !?
waaa

silent zealot
wise hinge
long ruin
#

Is the new static light stuff only for VV? Or for base as well?

long ruin
#

Sigh

wise hinge
#

ah okay

#

uhh light emission block component? by behavior pack?woah_cat

languid mirage
wise hinge
#

ik lol
I was wondering where I should put those light components on

blazing whale
wise hinge
wise hinge
#

experiments with static light! :3

white willow
#

Static lighting does in fact, look very good

wise hinge
#

I've been dreaming of lava having colored light(which doesn't burn gpu) in vv
Thanks mojang

tribal trail
mossy verge
#

Actually they are updating it much more rapidly rn
Custom shaders break every preview cycle
Although there is no visible difference

tropic rampart
tribal trail
#

even if it doesn't run well it's default

wise hinge
#

waiting for
refraction
border fog
ssao
milky water fix❤

viscid moth
#

wdym

tribal trail
thorn bison
tribal trail
#

also no rain customization?

viscid moth
#

lmfao we forgot about rain 💀

#

rain gotta be bottom 3 on a list of priorities

viscid moth
mossy verge
tribal trail
#
  • 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

wise hinge
#

clouds transparency when

#

shadow distance slider when

#

clouds tallness control when

#

sky light keyframe when

tribal trail
tribal trail
wise hinge
#

vv clouds are too thin

tribal trail
wise hinge
#

am i blind?

tribal trail
#

yes

silent zealot
#

MORE KEYFRAMES

tribal trail
#

i need keyframes for my life

sweet garnet
# tribal trail also no rain customization?

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.

tribal trail
#

My priority is refraction and fxaa

white willow
#

Best you can do rn is tweak volumetrics during rain to at least feel a little better

tribal trail
#

I hate pixelated edges

wise hinge
woven mauve
sonic canopy
# wise hinge

I'm having a hard time believing this is bedrock... It is bedrock, right?

sonic canopy
#

Just a VV pack?

wise hinge
#

yea

sonic canopy
#

Looks very nice, very shader-like

wise hinge
#

thanks!

white willow
#

static lighting be making a difference lol

wise hinge
#

true

blazing whale
quick nymph
#

My eyes are officially dead

blazing whale
#

I will revise it later

wise hinge
#

holy saturation

blazing whale
#

low saturation and contrast

wise hinge
#

pinkness

tribal trail
wise hinge
#

Happy_cat 💖

tropic rampart
#

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

silent zealot
#

Hence why I asked for the separation of light emission with the intensity.

#

Desparately need.

#

and also block state support when

sonic canopy
#

Maybe it'll be more noticeable with aces, as it tends to show bright colors more distinctly

sonic canopy
# silent zealot

How would that work? For gameplay reasons block light spread will have to be kept the same as in vanilla

silent zealot
tropic rampart
silent zealot
#

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.

sonic canopy
# silent zealot *You can already make gameplay unplayable using VV*

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

tropic rampart
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black static light looks interesting

silent zealot
sonic canopy
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What's the scenario where that would help with visual fidelity?

silent zealot
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Make glow lichen less intensive as well as the candles.

sonic canopy
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As a result, you'll end up with overall decreases brightness of block lighting and emissive surfaces

sonic canopy
tropic rampart
silent zealot
tropic rampart
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1 candle should be very dim while 4 candles should be bright

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right now, both 1 and 4 are bright

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(and 2 and 3)

silent zealot
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However, I still want lichen to be a specific colour near the center but have sharp falloff.

tribal trail
pale urchin
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Though the light falloff definitely doesn't look right

tribal trail
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I have to test it but changing color to be darker was not doing anything for me

pale urchin
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I think the light intensity is a consequence of the light fall off not going down as intended

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A problem that existed prior to coloured static lights

tribal trail
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before static light light fall off was weird but still better than now

pale urchin
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But that "black" light does suggest something else is in play as well. Better make a bug report @tropic rampart