#Graphics General

1 messages · Page 30 of 1

tribal trail
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no

tropic rampart
tribal trail
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?

tropic rampart
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so, 1 is regular VV, 2 is static+point light

pale urchin
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Don't mind me. Didn't take a good look

tribal trail
# tropic rampart

fall off before static lights was a little bit better but still bad

pale urchin
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Wow the falloff really did get worse

tribal trail
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yeah

tropic rampart
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non VV for comparison

pale urchin
tropic rampart
tribal trail
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and it's brighter near the light source where in vv it's more same color everywhere

wise hinge
blazing whale
thorn bison
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that's some bright fire

blazing whale
wise hinge
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holy bloom

quasi trench
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bloomer

still zenith
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Keyframe wishlist: ambient light color & illuminance, sky intensity, ??? What else. 🙂

still zenith
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Volumetric fog parameters?

silent zealot
still zenith
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It feels weird to keyframe things like color grading parameters to me, for instance. I'm open to opinions though.

silent zealot
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On the complete opposite of keyframes, since it seems the team is restarting the drive for coloured lighting, it would be nice to either:

  • Decouple the light emission component from the actual spread
  • Block state support
silent zealot
still zenith
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Decouple the light emission component from the actual spread
Good to know this is desired. It was a topic internally that we weren't sure which way to go, and one of the reasons we wanted to put it out there and get feedback.

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I imagine you would want that on a per-block-type (aka entry in the block_lighting.json) basis?

white willow
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It doesn't align with gameplay well but it would be cool to be able to apply point/static lighting to things like redstone for ex. Maybe if it has PBR emission or something. Don't have to, but just an idea

silent zealot
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Baffles me that brown mushroom actually has a light level of 1

still zenith
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Ok, thanks for the feedback. We'll definitely consider it.

languid mirage
long ruin
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I never understood why mushrooms have a light level

languid mirage
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Has this always been a thing?

Just not noticeable until coloured light?

white willow
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I think it's been like that forever too

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Maybe even well back into the notch era

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They have a light level of 1 so it's never noticeable. Just VV brings it out a bunch

languid mirage
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Actually insane.

I’ve absolutely never noticed it.

Until now…… it’s like an eyesore

white willow
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Which to a degree I think is partially an issue with VV as all block emissions are way more intense than vanilla and look equal rather than light level having some impact to it

silent zealot
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I still clamp all my emission channels from 0-15

white willow
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I made a custom blocklight curve some time ago that did still preserve vanilla behaviors and intensities... mostly

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Is not perfect as stuff like glow lichen are way too dull but yea

languid mirage
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Honestly hate how even the Furnaces etc light up such a massive area.

It seems off.

Makes even less sense that a mushroom has any light level

silent zealot
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Directional light...

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Conditional lighting based on neighbours for beacons 🤤

languid mirage
tribal trail
silent zealot
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What about rain?

tribal trail
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also fxaa and ssao would make the game awesome. even fxaa alone would be good

tribal trail
silent zealot
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Ah the renderer folder.

tribal trail
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all this could be in atmospherics configs

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so we could make rain pretty :)

tribal trail
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i need anti aliasing

silent zealot
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I'm surprised the renderer folder even existd.

tribal trail
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it's very bad

silent zealot
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#1437846663082410016 message

Moment.

sonic canopy
# still zenith Keyframe wishlist: ambient light color & illuminance, sky intensity, ??? What e...

By ambient color & illuminace do you mean ambient field in lighting json? If that's the case, I'd like to add that it would be nice to be able to keyframe skylight color as well (the color of ambient light from the sky; not the ambient color in complete darkness), instead of it being defined by sky_color field in the client biome file. Also it might be desirable to split sky intensity into reflections and ambient light components somehow (maybe just diffuse/specular split or something fancier that better avoids the issue of bright specular shine on rough blocks when diffuse intensity is low) as currently tweaking sky intensity also decreases the brightness of sky reflections on water and other blocks which is an unfortunate side effect

white willow
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^

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Please 🙏

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Sky reflections especially on water look so bad when decreasing sky intensity

thorn bison
sonic canopy
tribal trail
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we also really need fix for auto exposure, it's too strong with light sources

tropic rampart
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and a fix for MCPE-230030 (XSS reflections), for which i have left a step by step tutorial for how to fix it in the bug report :3 !

tribal trail
tropic rampart
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personally i hate the effect it has on the end flashes.

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as it results in the bright light actually appearing dark

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it's better than before now, but still bad if you look in the direction the flash is coming from

tribal trail
white willow
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Honestly

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I think VV could've gotten away without auto exposure

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Especially since the lighting isn't realistic

quasi trench
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add path tracing to VV

white willow
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hey when trying to add local lighting i keep getting an error

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nvm

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i had to use 1.21.120

quasi trench
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flashback to every biome fog needing updated to .90

white willow
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ok so its just not working for me at all actually

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ah fixed it

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ik fire point lights arent ideal, esp since they cant cast shadows but its cool lookin

pale urchin
white willow
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im tweaking some lighting stuff rq to make the colored lighting have better impact one sec

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with and without

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you lose the normals and specular highlighting

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and volumetrics contribution

silent zealot
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I guess.

white willow
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without vs with

silent zealot
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Point light is just...so much better for things that aren't lava.

white willow
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if static lights can contribute to fog in the future, then ill be happy

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lol

white willow
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static lighting gives 60 more fps in this situation

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i wish point lights performed better

silent zealot
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I can only imagine for those with weaker gpus.

silent zealot
white willow
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i dont either. but im just saying for the sake of making a pack, perf would be considered for something like this

silent zealot
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I'm focused on the visuals.

white willow
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added point lighting to glowstone. the fog contribution is just huge

pale urchin
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I chop that up to an oversight, but I hope they look into that

wise hinge
languid mirage
languid mirage
silent zealot
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What's the bug?

blazing whale
silent zealot
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That's not a bug.

blazing whale
languid mirage
silent zealot
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It would break some farms such as a slime farm.

languid mirage
silent zealot
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I've seen some slime farms use mushrooms to prevent other mobs from spawning.

languid mirage
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Maybe it should be trialed.

If it’s not received well - revert it.

Idk, it just looks terrible with the static_light.

Especially since swamps are FULL of brown mushrooms

silent zealot
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cough decouple it from the light emission component cough

languid mirage
silent zealot
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Right now the spread is 1:1 with non-VV since presumably they don't want vanilla VV to affect gameplay. This makes things like glow lichen atrocious and brown mushroom as well for example. Decoupling the actual light level with the spread of light could fix this.

Another example are candles, they're so bright.

languid mirage
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At the same time I feel like just making the mushroom no longer a light emitting block would be easier and more logical.

silent zealot
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Oh... I did not know the blue water blends the light colour.

blazing whale
silent zealot
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@sonic canopy , you got any other maps to recommend besides le ultimate rtx?

sonic canopy
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What are you looking for in a map?

silent zealot
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Currently I think testing static light is my main focus. But if it serves as a general purpose VV testing that be great too.

sonic canopy
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The maps I've used mainly focus on RTX, but elysium fire cyberpunk might look nice with static lights. Hermitcraft maps also often have various light sources and are overall nice for testing imo.

Also found these 2 just now, never tried them but looks like they have quite a few lights and an overall interesting look so they might look fun with static lights
https://www.planetminecraft.com/project/ihou-download/
https://www.planetminecraft.com/project/ihou-2-illegal-architecture-returns/

These ones are also nice, I've used one of them before (the second one)
https://mc-kenchiku-com.blog.jp/craftcollection2_world.html
https://mc-kenchiku-com.blog.jp/archives/1082386335.html

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silent zealot
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Oh yes Hermitcraft S9 map I've been using but it keeps crashing because I'm using it from the MP.

iron moon
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I mean looks vanilla

pale urchin
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The coloured lighting in this scene is coming from glass so that makes sense

thorn bison
tribal trail
thorn bison
tribal trail
thorn bison
thorn bison
silent zealot
tropic rampart
iron moon
silent zealot
tropic rampart
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did i miss something

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if so then yeah

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well, depending on how water does it

silent zealot
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I mean, my torch looks green.

tropic rampart
pale urchin
tropic rampart
silent zealot
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It mist be the water fog doing the work.

pale urchin
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Yeah

silent zealot
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Simply add glass fog.

tropic rampart
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like, yeah the water fog changes the appearance of the light source behind the fog

silent zealot
tropic rampart
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o

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yeah

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the fog changes how the light source appears

pale urchin
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the fog changes how everything appears

tropic rampart
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yeah

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how foggy of it.

pale urchin
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from both the player's and the sun/moon/end flash perspective.

tropic rampart
silent zealot
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What I mean.

pale urchin
silent zealot
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I cannot tell if it's this world or not, but switching from fancy to VV just glitches my UI

white willow
tropic rampart
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this does look very funny

thorn bison
pale urchin
tropic rampart
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maybe when it was deferred technical preview?

pale urchin
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Yes

tropic rampart
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ah

pale urchin
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If they scrapped that, then I have less hope for coloured shadows in general 😔

tropic rampart
tropic rampart
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colored shadows + stained glass changing static/point light colour and stained glass becomes just the most useful block in the game for builders

silent zealot
tropic rampart
pale urchin
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Eerie

tropic rampart
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even better at night

pale urchin
tropic rampart
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Sadly, for survival this isn't an option because no barrier blocks, but this is a great way to do clouds for creative builds now.

silent zealot
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Java->Bedrock conversions just keeps crashing worlds lol

iron moon
silent zealot
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If you can't see the no purple tint, that's fine.

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I can only assume that in RTX there would be a huge light beam.

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This room is too orange for me lol.

tribal trail
silent zealot
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Maybe I should switch to RTX...

sonic canopy
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Do it bao_comm_hatchi_what

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Join the dark side

silent zealot
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This map made for RTX is so ass for VV

pale urchin
tribal trail
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i know you are not talking about ghosting artifact

long ruin
pale urchin
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I know what I saw 😭

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And I konw it wasn't a bug

deft cradle
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yo someone help

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my preview lagging so hard

thorn bison
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is it a memory leak

silent zealot
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Society if Editor Mode had point light support so I can toggle between point light and static light easily

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I think also being able to dictate where a point light is coming from would be nice

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Huh, glowstone isn't in local_lighting?

silent zealot
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Hmmm....animated colours...

tropic rampart
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same goes for all the copper lanterns besides the regular one

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any of the waxed or oxidized ones don't have colored light

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only the default copper lantern does

silent zealot
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Oh right...please don't have the piston machine move a light source back and forth.

tropic rampart
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point light render distance is far longer than point light shadows

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which means point lights are visible through blocks.

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i think now that we have static light, it might make sense to reduce point light render distance and then slightly increase point light shadow render distance, so that you'd only see point lights when they have shadows.

silent zealot
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I mean...even static lights are visible through blocks.

tropic rampart
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not "depends on how far you are"

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so, stuff i'd expect to get fixed

iron moon
silent zealot
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Shiny snow.

long ruin
# silent zealot Stinky

Y'know, I'm curious if it'd be possible to have the lights have a "circular pattern" instead of the diamond shape

white willow
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i usually do a bluish green. but something different from soul torches/lanterns

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or greenish blue?

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one of the two idk

silent zealot
long ruin
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W

hexed rover
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One message removed from a suspended account.

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One message removed from a suspended account.

tribal trail
silent zealot
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😔 People are just inventing colours now.

tribal trail
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it's more baby blue

tribal trail
silent zealot
silent zealot
tribal trail
silent zealot
silent zealot
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soggy_cat Im a guy, we dont know specific colour names, we just say red orange green.

silent zealot
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Oh cotton candy.

tropic rampart
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static light with colored candles is so fun

tropic rampart
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simple (no smooth lighting), fancy (smooth lighting), VV (point lights)

silent zealot
tropic rampart
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this pack really just edits water (enables waves), and candle light colours

languid mirage
silent zealot
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I do hope they work more on biome blending all VV features.

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Hear me out though...height based configs.

languid mirage
silent zealot
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Color banding?

languid mirage
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Not AS severe. But damn close

silent zealot
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Ah so that's what it's called.

languid mirage
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Hable tonemapper has almost 0.

Looks like right image. Maybe a little bit of banding but barely noticeable

silent zealot
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Right, Vanilla uses their generic toner.

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Sepia filter looks so much better in the nether tbh than cold biomes.

deft cradle
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2nd pic

tropic rampart
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As much as i like 3, i think 2 probably?

pale urchin
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Yeah 2

long ruin
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2

white willow
# languid mirage Hable tonemapper has almost 0. Looks like right image. Maybe a little bit of ba...

Ik why banding happens actually. So VV uses much lower color precision than most things because of mobile performance or something. (Gonna get a lil technical). Your typical HDR buffer would RGB16F. VV uses a lower precision R11F_G11F_B10F buffer. This does help performance but causes banding. Now why is it less noticeable on other tonemaps? Well it's cuz generic fights against hue shifting and keeping colors true to form. The issue with this though is that it brings out the banding way more. The lower precision buffer is also why high contrast can cause deep frying sometimes

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They main course of action to improve it would likely be a bayer dithering or raising buffer precision

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Dithering is the best option tho for sure

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But yea other tonemaps show it less because they don't do extra stuff to prevent hue shifting so everything kinda gets hidden better

long ruin
white willow
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Probably

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Ik in the reflection json there's a color precision thing you can change

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Idk what it would do as I haven't messed with it

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But that would only affect the IBL iirc

languid mirage
white willow
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I don't like generic either

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I think hable is probably the best. ACES is good but it requires a lot of specific and intensive care to make truly amazing

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Reinhard_luminance is straight butt. Reinhard_luma is very close to hable, and regular Reinhard isn't too bad either

languid mirage
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Aces I find always looks too bright/washed out.

Like when I use Prizma - I realllllly notice the change on the main menu.

It doesn’t look bad in-game though. Good contrast between dark and bright.

white willow
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Yep aces is very blown out

tropic rampart
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Java Just Colored Lighting shader / Bedrock VV (with colored candles RP)

languid mirage
ornate hollow
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i wish point light shadow will be like this

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the object near light source shadow will sharp and far a bit shadow will soft

wintry nimbus
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What value do i change to make darkness "darker"

thorn bison
wintry nimbus
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of shadow's correct?

thorn bison
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yep

wintry nimbus
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so low gamma would be darker and gain does what exactly?

thorn bison
wintry nimbus
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already ty!

wintry nimbus
wintry nimbus
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oh yeah ive been searching for that but i forgot what to look up lol

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ty

thorn bison
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np

languid mirage
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Why is it that my “orbital_offset_degrees”

Isn’t working at-all?

I get no errors etc with creators toggle and the error log.

I have my lighting.jsons defined in my Client_biome.json files.

All of my lighting files have the same values for orbital offset.

On top of this - it worked fine when I only had 2 client_biome.jsons.

Now that I’ve covered every biome - orbital offset isn’t working.

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Kinda irritated

languid mirage
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Got it.

Dumb as hell ngl. Must have every obj defined in the .json for it to work?

Thought you didn’t need end flash defined in every biome.json

white willow
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It's been a while tho. I forget

languid mirage
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I do.

Maybe it was changing my default lighting.json name from default lighting to global.json?

It’s the only 2 things I did.

white willow
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Idk

languid mirage
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🤷‍♂️ works now. So idc lol

white willow
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I remember reading somewhere that having a global.json didn't work anymore but it's been fine for me

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Very weird

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And that all biomes need an atmosphere/lighting file defined but I also don't do that and it's fine

tribal trail
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Since when

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Default configs should always work

white willow
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one sec

white willow
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ohhhhhhhhh

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nvm

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im stupid i read this wrong

silent zealot
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BAO vs Reading.

white willow
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unfortunately

hexed rover
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One message removed from a suspended account.

silent zealot
hexed rover
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sonic canopy
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Yk what would be cool, if someone made a script that'd apply deferred configs in real-time in-game as you're editing the files, by using websockets and new deferred graphics scripting apis. Could be a good alternative to the editor mode, for those who prefer editing text instead of dealing with editor UI

silent zealot
sonic canopy
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We still need a bunch of other APIs for this to be possible tho

hexed rover
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silent zealot
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May need to reload the world?

hexed rover
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One message removed from a suspended account.

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hexed rover
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languid mirage
#
  "format_version": "1.21.80",
  "minecraft:lighting_settings": {
    "description": {
      "identifier": "mypack:default_lighting"
    },
    "directional_lights": {
      "orbital": {
        "sun": {
          "illuminance": {
            "0.000000": 120000.0,
            "0.250000": 20000.0,
            "0.350000": 400.0,
            "0.500000": 1.0,
            "0.650000": 400.0,
            "0.750000": 20000.0,
            "1.000000": 120000.0
          },
          "color": {
            "0.000000": "#FFFFFF",
            "0.250000": "#FFFFFF",
            "0.350000": "#FFFFFF",
            "0.500000": "#FFFFFF",
            "0.650000": "#FFFFFF",
            "0.750000": "#FFFFFF",
            "1.000000": "#FFFFFF"
          }
        },
        "moon": {
          "illuminance": {
            "0.000000": 0.0,
            "0.250000": 0.0,
            "0.350000": 0.0,
            "0.500000": 0.15,
            "0.650000": 0.0,
            "0.750000": 0.0,
            "1.000000": 0.0
          },
          "color": {
            "0.000000": "#EEEEFF",
            "0.250000": "#EEEEFF",
            "0.350000": "#EEEEFF",
            "0.500000": "#EEEEFF",
            "0.650000": "#EEEEFF",
            "0.750000": "#EEEEFF",
            "1.000000": "#EEEEFF"
          }
        },
        "orbital_offset_degrees": 30.0
      },
      "flash": {
        "illuminance": 6.0,
        "color": "#E45DFF"
      }
    },
    "emissive": {
      "desaturation": 0.0
    },
    "ambient": {
      "illuminance": 0.02,
      "color": "#FFFFFF"
    },
    "sky": {
      "intensity": 1.0
    }
  }
}```
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"expected keyframes" is blowing my brains out. Using docs example. Gave keyframe error - added keyframes to moon & no change. my nether keyframes are just 0.0 & 0.1 but i get no issues?

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(on xbx - cant upload file)

wise hinge
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i don't any issue...

thorn bison
wise hinge
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waiting for color

graceful iron
wise hinge
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i forgot to add a word
I mean sky color keyframe

hexed rover
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One message removed from a suspended account.

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One message removed from a suspended account.

wintry nimbus
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how do you get rid of that godawful auto exposure effect

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i don't know how it even made it into the game it makes me feel blind

thorn bison
wintry nimbus
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i dont know where the renderer folder is

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im on mobile btw so

thorn bison
wintry nimbus
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i might not be able to

thorn bison
wintry nimbus
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yeah

languid mirage
thorn bison
languid mirage
silent zealot
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DATA DRIVE THE ENTIRE RENDERER FOLDER

thorn bison
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(as i understand it)

languid mirage
languid mirage
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so wtf

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this makes 0 sense

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anyone else got any ideas?

silent zealot
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That content log is single handedly the most useless error in my entire MC development lifetime.

languid mirage
languid mirage
silent zealot
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Are you sure it's that file?

languid mirage
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error says lighting & i had 0 errors before adding it to biome.json

silent zealot
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Ah, then it could be your other per biome configs then no?

languid mirage
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i have 2 biomes defined - only grading, fog, & water in them.. Everything worked. No errors. added lighting - it threw errors

languid mirage
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we need better documentation. Theres no reason why I shouldn't KNOW exactly what the issue is.

silent zealot
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No, we need better logs.

languid mirage
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a DOCS EXAMPLE. Doesn't even work. how are people meant to even learn from broken examples 🤣

thorn bison
languid mirage
thorn bison
languid mirage
silent zealot
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Last I checked.

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Not for the local lighting

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The atmospherics and lighting worked for me.

languid mirage
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so if yours is also 1:1 of docs, we're missing something

languid mirage
silent zealot
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Oh I think I never did per biome.

languid mirage
silent zealot
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If your pack has only one of each you don't need to define it per biome.

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Wait, per biome coloured lighting when?

languid mirage
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or only if I have just 1 lighting.json?

silent zealot
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Do you have more than 1?

languid mirage
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nether & end. Both included in their respective biome.json

silent zealot
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Yeah remove them.

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Then check.

languid mirage
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but I want the darker end lighting. If removing those works - cool but then i cant do custom lighting in them

silent zealot
languid mirage
silent zealot
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Over
World

languid mirage
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i'll try

languid mirage
silent zealot
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Please people learn what tests are to debug things.

languid mirage
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back to the docs (lighting) global.json being the issue or is there something else we can try?

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the only difference between my nether lighting (works) & Overworld lighting (doesn't work). Is my keyframes are just 0.0 & 1.0. my Orbitals illuminance is 100.0 and I do not have orbital offset defined.

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those shouldn't be even causing that issue

#

keyframes are everything between 0.0 and 1.0 no? Orbital intensity is measured in Lux. So 0.0-120,000 or more??? And orbital offset only needs to be defined in 1 lighting.json

#

Am i smoking something ??? Like wth

languid mirage
languid mirage
#

docs CLAIM and SHOW lux values work. But it actually only accepts float values of 0.0-100.0

#

actually dumb

languid mirage
#

documentation update - ASAP...

languid mirage
silent zealot
tribal trail
silent zealot
#

What shouldn't?

tribal trail
#

point_light_configs, point_light_shadow_configs, upscaling_configs

#

i don't think they should make data driven things that could impact performance

#

but all things not impacting performance should be data driven

silent zealot
#

Truly hate the performance argument.

quick nymph
white willow
# silent zealot Truly hate the performance argument.

Majority of players do care about performance. They complain if their fps is even slightly less than their refresh rate. Or mobile players complain about performance all the time. Performance is a huge thing players care about

#

Why there's alot of hate towards unreal 5

#

Most unreal 5 games look amazing but run like absolute crap

silent zealot
#

then choose the Packs that cater to you

#

Non MP Creators should not be restricted by performance

white willow
#

While I agree, the amount of demand for a "lite" version of these packs is insane

#

But we can't do that nor can we make a higher quality one

silent zealot
#

5036shrug I don't see how that is an argument against data driving those things tbh. If anything, it's an argument to data drive them.

white willow
#

Well yea I'm not saying they shouldn't be

#

I want control over shadow PCF width

#

I'm not necessarily arguing against you here. Sorry I'm not the best socially

#

With what we have though, we really can't get much higher quality than we have now tbh.

#

We can get worse tho

silent zealot
#

The convo was:
"most things that are there should be data driven" and Alexis replied with what she thinks shouldn't be with the reasoning: Performance.

#

And to that I replied, I hate this reasoning for creators so much.

#

Allow non MP to break them whilst placing guidelines on MP

white willow
#

Ok yea no I didn't intend to argue against you

#

I'm just saying demand for higher performance is there rather than lower. I want all those things defined regardless

languid mirage
tropic rampart
#

:3

languid mirage
hexed rover
#

One message removed from a suspended account.

#

One message removed from a suspended account.

white willow
#

Last I knew players don't accept PBR textures

#

Entities yes but players no

mossy verge
tribal trail
languid mirage
#

Wth is up with this black dark circle lol.

thorn bison
#

let us destroy our pcs 😭 🙏

blazing whale
cobalt tundra
white willow
slate geyser
#

i have VV enabled in the settings yet when i enter a world it has it set to fancy and i cant change graphic settings inside a world

tropic rampart
slate geyser
#

I'm using my own texture pack in my own normal world

#

My texture pack also has the pbr string in the capability array in its manifest

tropic rampart
#

if so, there's supposed to be an icon next to the graphics modes telling you why you can't use VV

#

does the world work without the pack/does the pack work outside that world?

slate geyser
#

also it didnt even say if capabilities was an object or an array

silent zealot
#

What's your min engine version.

slate geyser
#

"min_engine_version": [1, 21, 122],

silent zealot
#

You need 1 21 120

slate geyser
#

hmm why would increasing it make it not work tho thats very odd

slate geyser
tropic rampart
slate geyser
#

device supports it btw as with another world they work fine

graceful iron
silent zealot
graceful iron
#

This update has been in development for like 3-4 months now I think cat_depressed

graceful iron
silent zealot
graceful iron
#

I think this is my most up to date project ngl

graceful iron
silent zealot
#

Yes lol

#

On and off

graceful iron
graceful iron
wise hinge
tribal trail
languid mirage
#

Caves are so much better 😫

We just need fog and if we could get Static_lights to interact w volumetric fog too - caves would literally be perfect

viscid moth
#

cool ass dragon egg with static light

iron moon
#

Cool

languid mirage
#

Enhanced Vanilla fog/atmospherics for the Nether.

#

One colour for horizon/zenith is Much better than the custom 2 tone stuff I see so much. Makes fog look a lot better.

wise hinge
#

redpinkredpink

silent zealot
pale urchin
silent zealot
#

I'm lowkey blind I don't see the gradient.

pale urchin
#

He's saying he likes one colour more

languid mirage
silent zealot
#

Ah so what does a gradient fog look like?

languid mirage
#

My biggest issue with it is that the horizon line is obviously noticeable infront of anything you see.

So the higher or lower you are - the higher or lower the colour split. Looks dumb.

languid mirage
#

Almost every major pack does this 🥴

silent zealot
#

I quite like it.

languid mirage
# silent zealot I quite like it.

Prizma for example - I don’t mind.

It has a very dark orange horizon with an almost black Zenith.

So the colour difference isn’t huge. And the horizon line isn’t as noticeable. I just realllly don’t like that the horizon line is so obvious at-all.

Ex. If you’re near the Nether roof - the colour gradings are SUPER noticeable over top of the blocks directly in your face.

white willow
#

I do think VVs nether tho is beyond underwhelming

tribal trail
#

I made it subtle so it doesn't look too weird

languid mirage
pale urchin
#

Without a light source, volumetric fog will hardly be visible if at all. Block light affecting fog when

graceful iron
languid mirage
blazing whale
wise hinge
#

tile

wise hinge
deft cradle
#

i need this out of preview

tropic rampart
# deft cradle i need this out of preview

same. I NEED static light in stable.
I know it's still probably a while away (it sometimes doesn't update properly, it doesn't currently feel dark enough at low light levels such as from 1 or 2 candles, the vanilla VV colours need to be corrected, and hopefully they might want to make it work through stained glass)

#

but like

#

it's so good

wise hinge
languid mirage
#

I’d like to see Furnaces etc. not light up a whole 15 block radius.

tropic rampart
#

so, things like furnace light level or it being a diamond shape will stay

#

but anything specifically VV related may get improved.

hexed rover
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

languid mirage
#

It is quite literally still Vanilla.

Just with colour channels.

tropic rampart
#

the point of static light is this is the thing they can apply as block light for VV.

#

it can be applied to any light source block with no performance impact

#

so lava can glow orange

languid mirage
# tropic rampart which they're meant to be, no?

For their first iteration, yes - obviously. But who knows what they have planned for improvements.

And those next points you’ve made are the same for a lot of Java shaders. Solace has almost 0 performance impact with its coloured light alone.

languid mirage
#

Also changing light spread shape wouldn’t impact performance.

Although it could impact gameplay if the light spread was reduced in size.

tropic rampart
#

current light shape is important for light level visibility

#

you change it, you may not cover the blocks in a way that makes it as clear.

languid mirage
#

again - there would still be a difference. But can be extremely minimized

tropic rampart
#

this

#

the circle is what i assume it'd be with this

#

the diamond shape inside the circle is current light system

#

the circle covers areas that are normally not covered

#

if you make it smaller, you reduce that, but don't cover areas that should be covered

long ruin
#

I definitely would like a circular pattern over the diamond one tbh

#

Maybe we should make a feedback post about it

languid mirage
silent zealot
#

sunglassesHQ More configs.

languid mirage
languid mirage
long ruin
#

Vibrant Visuals 2

languid mirage
#

didnt we have circular point lights in 1.21.7/8?

pale urchin
#

I think they changed it to better fit the block light shape, but I would greatly appreciate it an option to change that

languid mirage
#

I still think light spread/intensity needs adjustments for VV overall though.

Java shaders light spread - complementary, Solace etc have very soft looking light spread compared to VV.

#

It’s like Smooth lighting x10

white willow
long ruin
#

aura

silent zealot
#

Eugh, the torch interacting with the fog is not a good colour.

white willow
#

I mean yellow torch with fog that absorbs a lot of red and green will do that

woven mauve
woven mauve
tropic rampart
woven mauve
tropic rampart
#

o

#

neat

#

i mean it makes sense for furnaces

#

but tbh the game doesn't have many light sources like that

#

where they only light on one side

#

so i can see why it isn't a big focus

languid mirage
wise hinge
fading kindle
wise hinge
#

thx you got a cookie

wise hinge
willow needle
wise hinge
#

pointlights.

tropic rampart
#

mmmmm, pointy lights :3

wise hinge
sonic canopy
#

Turns out colored lighting from vibrant visuals can somewhat be used in custom RD shaders, with VV disabled

long ruin
#

W

silent zealot
deft cradle
#

Still isn’t fixed 🤦‍♂️

wise hinge
languid mirage
deft cradle
#

That hand tripping me

languid mirage
#

the top and front part are gone. So it looks inverted

#

Or myb - top and side

wise hinge
sour cloud
quasi trench
#

lemme steal that water and implant it in a different one

languid mirage
# sour cloud what's this rp?

Just a pack I’ve been messing with to get a better understanding of everything.

The water looks pretty great but has some issues. Could be cause of the game - not the wave settings. Although Idk.

#

I didn’t change much from default values for example water.json.

Just more depth, samples and 1 other thing

zenith stone
#

Is this mer texture gonna make every thing have metalness of just the brighter red areas? The microsoft docs are useless to me for mer textures

thorn bison
#

so this means that, yes, the more red value on a pixel, the shinier it'll be

willow needle
white willow
#

What is your goal here?

#

I made a YouTube video that covers all the workings of PBR texturing. I highly recommend checking it out as it's more helpful than the MS docs

zenith stone
# white willow What is your goal here?

Well I was trying to get just the golden parts to reflect it that’s what blockbench made and I wasn’t sure how to edit a mer file in blockbench to make the skin of the guy metallic

white willow
#

The video is posted here in this server under its own post

#

My video focuses on Photoshop-like programs but the idea should be the same

white willow
#

Roughness controls reflection. And it's "reversed" from what you think. Black in the blue channel is 100% smooth meaning it'll be fully reflective. Where as white in the blue channel means it's 100% rough and not reflective.

#

My video explains it better tho

zenith stone
#

Yeah, the roughness seems to be what I want. I just need to figure out how to do that in blockbench because it only lets me create materials and texture sets for entities not for blocks it seems.

zenith stone
#

Thats my understanding of the blue one so I'll try that in my pack atm

white willow
#

Kinda. I personally don't like using 0 roughness especially for something like this. It'd look too shiny

#

If that makes sense

zenith stone
#

yeah

white willow
#

One sec lemme boot up my pc and give an example

#

Also for the sake of specular highlights I do recommend "varying roughness"

#

A flat roughness value is usually pretty boring to look at

#

buit thats something that will come with time

zenith stone
#

this is interesting

#

im gonna try that

white willow
#

diamond with 0 roughness 0 metalness

#

diamond 0 roughness 255 metalness

#

diamond with metal ranging from 0-40 and roughness ranging from 40-110

#

The only issue here with VV is that no matter the roughness, the reflection will always be a mirror outside of specular

zenith stone
#

I did something

#

not what i was expecting but something

white willow
#

gold with metal from 235-255 and roughness from 40-120

#

gold with same metal but flat 0 roughness

white willow
zenith stone
#

yeah this is the texture

white willow
#

yea that would do it

zenith stone
#

the gray seems to be emitting like the sun

white willow
#

wow 0 roughness and high metal is absurdly shiny

zenith stone
#

I actually need that for another mob but to a less bright extent

white willow
#

creating pbr in blockbench is perfectly fine but it is way harder to get results your looking for iirc

#

could i see the base texture of the mob youre making? like the texture file for it?

zenith stone
#

im trying to get the gold parts reflective

white willow
#

lemme make something for you to use as a reference

#

are the gold bits like actually gold?

zenith stone
#

except the buttons its probably like the evoker robe

#

the buttons are metal

white willow
#

idk what your file is named but try this one out

zenith stone
white willow
#

this could serve as a reference piece for future things

zenith stone
#

yeah

#

I assume the same applies to blocks and items

white willow
#

yeo

#

yep

zenith stone
#

seems to have just broken the texture

white willow
#

do your texture names align with your texture set file

#

do you also have error logging on? it would tell you why

zenith stone
#

the texture set appears to be fine

#

ill chekc the log rq

#

it's just BP errors

white willow
#

i dont see why the texture owould be broken then

zenith stone
#

ill try reloading the pack

white willow
#

i mean i dont think this would make a difference but using the new format version for pbr files might help

#

"format_version": "1.21.30"

#

this format version would also allow you to utilize subsurface scattering if you wanted to

zenith stone
#

still broken

#

this one still works so its just a problem with that guy

white willow
#

idk why its broken. i didnt do anything differently from how i normally do things

zenith stone
#

ill try it with the old bright white one rq

#

nvm it got deleted when I overwrote it

#

im gonna see how this looks

#

thats cool

#

not what i was looking for but fire despite that

#

he appears shiny now

#

well i got him to work properly

white willow
zenith stone
#

got luminous grass to glow on the first go and glowing obsidian is working

#

yipeeeeeee

white willow
deft cradle
zenith stone
#

In order for a pack to allow VV to be enabled in the same world it’s in, can it have just texture sets for its files or do all the textures have to have MERs as well? I want make my pack compatible with VV immediately but roll out MERs slower as I fine tune them.

white willow
#

oh wait bad answer from me

#

one sec

#

for a pack to be VV compatible all it needs is this in the manifest of the resource pack

"capabilities": [
        "pbr"
    ]
#

you can add whatever you want whenever you want

zenith stone
#

In tge rp manifest

#

VV still disabled when opening the world i used to test the pack

white willow
#

idk then im sorry

zenith stone
#

Ty anyways

zenith stone
#

is the yellow underlined part supposed to be a entry in terrain_texture.json like the "color" field is?

languid mirage
#

So when did Point Lights get removed?

white willow
thorn bison
analog totem
languid mirage
zenith stone
#

in order to make a texture very metallic I just have to paint the metallic area bright red right?

#

seems to be it, the helmets I applied it to are shiny/reflective now

wise hinge
#

nice

wise hinge
wise hinge
deft cradle
wise hinge
languid mirage
#

BSL v10.
Lenovo flex 11.

30fps. Kinda crazy this runs so well. (Hell, VV Isn’t even supported on this device)

#

Minimum preset

white willow
#

i just found what im going to assume is a bug

#

having soft shadows enabled and looking through glass tanks performance

#

with pixelated shadows for comparison

long ruin
#

Weird

white willow
#

can anyone else check and see if they also have this issue

long ruin
#

Ill check rq

white willow
#

also the texel size makes no difference

#

im gonna test a diff rp that i have on me as well just to make sure, although i dont see why the texture pack would affect this

long ruin
white willow
#

can confirm that its also consistent here as well

#

also dang do the pixel shadows not light high res normals here

languid mirage
#

Just looking in the direction of large bodies of water destroys FPS too.

long ruin
#

Is it just pixelated shadows at 1024x?

white willow
#

Yea

long ruin
#

Reminds me of the old sildurs shaders ngl

#

Just sharp shadows

#

I do wish in the future that MC will support resolutions higher than 1024 for higher-end devices like 2048

#

I might make a feedback post about it tbh

humble steeple
long ruin
#

Bet

long ruin
white willow
#

the shadowmap resolution is 2048 but it can be snapped to a pixel grid of 1024

#

im explaining this bad

long ruin
#

So wait, in the texel_size is it 2048?

white willow
long ruin
#

Or am I just silly_pumpkin

white willow
#

no 1024 is the max but thats not the actual resolution of the shadowmap

#

like the 16x shadows are not rendered at a 16x resolution

#

the shadowmap itself is 2048x.

#

i am all for having larger texel size tho

long ruin
#

Ooooh I see

long ruin
#

Lmk if I need to make any changes please blessed

wise hinge
#

it'd be cool if there were a slider to configure the shadow distance

long ruin
#

Ooooo

wise hinge
wise hinge
#

like
shadow distance (chunks) 4 - 6 - 8 - 10 - 12 - 14- 16

wise hinge
#

um

#

in terms of shadow I want the clouds' shadow quantization steps to be higher lul

wise hinge
wise hinge
quasi trench
#

but now it’s back

wise hinge
#

yess

zenith stone
#

why are these blocks not working? These are the files for one of them, the other 3 are very similar except for the one off to the side which has a fully black mer texture. The other 3 grouped together use the same MER file but different texture sets and normal textures.

#

it seems that the only blocks I've been able to get correct VV stuff with is emmisive textures

#

is the color supposed to be the name of the file in the same folder as the texture set because the color field is a path to the terrain_texture file

#

that appeared to be the issue, bridge autofill is wrong

languid mirage
# wise hinge

Ouu.

Are colours actually going to be visible now - rather than washed out?

long ruin
wise hinge
wise hinge
white willow
#

water and fog seem to... somewhat interact better? im not entirely sure how that fix for water extinction rendering over fog worked

#

omg wait

#

the render distance fog has been fixed

#

well "fixed"

#

one sec

#

render distance fog used to be affected by the sky lightmap to some extent. lemme test this preview vs latest release

#

oh it seems this has been fixed for a bit now

silent zealot
#

So whats that biome coloir water thingy?

white willow
#

yea its been resolved in 1.21.120 as well

white willow
wise hinge
#

it doesn't work

willow needle
tropic rampart
#

As then normally you get the non-VV water colours

wise hinge
#

thanks for info, i'll try

wise hinge
#

well it doesn't work still

humble steeple
wise hinge
humble steeple
white willow
#

not really sure how it works tbh

#

cuz that water color as far as i know, never had an effect on VV before

wise hinge
#

i thought it would affect the color of the vv water surface

#

it seems not to be working tho

white willow
#

my best guess is maybe it has an effect on the lighting when underwater?

#

previously that was handled by the fog color you assigned in your fog json (not the water scattering parameters)

#

like your vanilla water fog color handled the actual lighting color underwater

#

so maybe that has just been transfered or at the very least, is now affected by the water color chosen in the client biome?

#

idk its not very specific

#

i mean its possible it is working

#

we just dont know what it actually does

pale urchin
proven hemlock
#

We're working on getting docs updated for the water color. Sorry for the delay here!

silent zealot
white willow
#

ok this makes more sense now. i was actually kinda right on what it did yay

silent zealot
#

Explain it to me like im 5

white willow
#

so vanilla color + VV color = total water color

#

i see this as a huge positive because a big problem with per biome water configs is just... how insane the fog underwater is. now assuming i have this right, i can have greener water without having to completely destroy visibility with more dense water particle concentrations

silent zealot
#

Cool.

languid mirage
#

That is pretty cool

pale urchin
silent zealot
pale urchin
silent zealot
#

Unfortunate. Must be a region issue.

pale urchin
#

Probably. GitHub and the Minecraft Launcher refuse to work too

sonic canopy
#

Does it also affect fog color?

wise hinge
#

ah i was using 1.21.120
that's why it didn't work

analog totem
analog totem
#

Oh bruh I see now

#

but why .26 then

#

If it depends on year, Isn't the current going year '25?

thorn bison
#

(i think)

analog totem
#

Ohk

wise hinge
wise hinge
fading kindle
#

quick question to u guys, is it worth spending a month of effort for a footage which just a few seconds?

#

-# though it doesn't matter anymore, I've already done that, I just wanted to call myself a masochist, nvm
-# u can ignore these two ramblings; I'm just trying to do something that might be cool in RTX and VV MenheraFingerTouchCry2

fading kindle
hearty seal
#

A month of work is a lot

#

But for s few seconds of a video

#

Ay still looks good though

willow needle
quasi trench
#

delicious

tropic rampart
#

as you can see, the light acts like a particle when it goes through tinted glass

#

however, once you remove the tinted glass, it acts like a wave

silent zealot
#

Im here to shitpost not learn about science.

raven verge
#

fr

tribal trail
silent zealot
tribal trail
#

it would be

hollow timber
rancid seal
#

Default RTX clouds look insane when they are not getting broken. That's sad that Minecraft doesn't let us to change it's material by a resource pack.

#

The clouds starts bugging out after a while, but they look insane tho.

#

Using custom sky with Minecraft RTX.

#

Minecraft RTX with custom sky looks good imo

ornate hollow
#

better RTX has custom skies now?

white willow
#

Default RTX relies on a png texture to render its sky

#

So you can edit that png texture and change how it looks

ornate hollow
#

ohhhh

white willow
#

So you can use the default MCRTX sky with betterRTX and do this yourself like the person above did

ornate hollow
#

G👍

willow needle
zenith stone
#

What are cubemaps? The changelog mentioned them.

pale urchin
old spoke
#

why does my water look like this in VV? My resource pack doesn't overwrite water

old spoke
#

nvmnd, was in the wrong com.mojang

zenith stone
willow needle
#

Birch leaves

wise hinge
#

any idea why some textures glow when i changed num_mip_levels to 2?
Am I doing something wrong in terrain texture json?

#

and no content log.

wise hinge
sonic canopy
#

padding should ideally be at least (2^mip_levels)-1 to avoid such issues. So if you have 2 mip levels, use padding of 3 and if you have 4, use 15, which is a lot of wasted pixels so probably not a good idea

#

As to what could be causing it, my guess is that it's strange resolutions of some textures. If you have textures with odd resolution for example, or resolution that's not a power of 2 or smaller than 16 or not a multiple of 16 etc.

#

It could be forcing some textures into a sub-optimal alignment

wise hinge
#

changed padding to 3 but still there catto_cry

sonic canopy
#

Check your mers texture, if it's transparent where there should be empty space, maybe your image editor saved transparent pixels as white, making them emissive

wise hinge
#

probably...

#

I'll make a new one tomorrow : (

sonic canopy
#

If you send it here, I can check the color of transparent pixels

#

Just to confirm

wise hinge
sonic canopy
#

Yup, transparent pixels are white

wise hinge
#

Thanks for checking

white willow
white willow
#

ok so some feedback i have regarding the generic tonemap. Im starting to come around to it actually. upon working with it for a bit, i dont mind it, but theres some problems that would be nice to see adressed

#

blocks that are red or have subsurface to them have some really odd environment blending. the tonemapper straight up overrides the fog on these objects that have SSS on them

robust roost
#

Someone know why my tools are white? (this includes every tool except wooden and stone ones)

white willow
white willow
#

the anti hue shifting stuff in generic is quite nice but the issues seen here would be nice to have adressed

#

super painfully obvious here

#

im using 1.0 contrast and default saturation too

wise hinge
viscid moth
#

still can't believe full light block still has point lights

white willow
#

messing around with generic tonemapping

#

im working with default PBR but im editing alot of it to be less scuffed as well

languid mirage
languid mirage
white willow
#

I dunno

#

majority of stuff is way too shiny

#

looking at alot of the pbr files, they dont use 255 roughness much at all. it makes leaves look so bad imo

willow needle
#

Strawberry Vibrant Enhanced V2.2 HD 512x

wise hinge
willow needle
wise hinge
#

lemme smash that door

quick nymph
willow needle
wise hinge
viscid moth
rancid seal
rancid seal
rancid seal
languid mirage
# viscid moth nope

gawd... colored lighting needs work. Java shaders do so much better. bsl, bliss, solas 😫

languid mirage
white willow
languid mirage
#

terralith kinda dope

mint plover
languid mirage
#

Would be insane if VV allowed for Volumetric clouds though.

rancid seal
#

What happens if you try to use normal map and heightmap on the same block at the same time? (In Minecraft RTX)

rancid seal
#

I don't like the fact Mojang doesn't update RTX really often. It's just... forgotten.

sonic canopy
languid mirage
languid mirage
rancid seal
willow needle
rancid seal
willow needle
rancid seal