#Graphics General
1 messages · Page 30 of 1
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1 is stable, 2 is preview
so, 1 is regular VV, 2 is static+point light
Don't mind me. Didn't take a good look
fall off before static lights was a little bit better but still bad
Wow the falloff really did get worse
yeah
non VV for comparison
Huh. Is it just me or does non - VV look the same as VV pre colors
it looks very similar for sure.
similar but non vv is a bit more smooth and transition better
and it's brighter near the light source where in vv it's more same color everywhere
that's some bright fire
Yes because bloom
holy bloom
bloomer
Keyframe wishlist: ambient light color & illuminance, sky intensity, ??? What else. 🙂
fog 🙏
Volumetric fog parameters?
Everything???
Yerps, keyframes for volumetric fog has been a wishlist since the start!
It feels weird to keyframe things like color grading parameters to me, for instance. I'm open to opinions though.
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
I've had this concept of noir day and vibrant nights.
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.
I imagine you would want that on a per-block-type (aka entry in the block_lighting.json) basis?
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
Yerps.
Baffles me that brown mushroom actually has a light level of 1
Ok, thanks for the feedback. We'll definitely consider it.
This has been bugging me lol.
Swamps look so weird
I never understood why mushrooms have a light level
Has this always been a thing?
Just not noticeable until coloured light?
I think it's been like that forever too
Maybe even well back into the notch era
They have a light level of 1 so it's never noticeable. Just VV brings it out a bunch
Actually insane.
I’ve absolutely never noticed it.
Until now…… it’s like an eyesore
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
I still clamp all my emission channels from 0-15
I made a custom blocklight curve some time ago that did still preserve vanilla behaviors and intensities... mostly
Is not perfect as stuff like glow lichen are way too dull but yea
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
Would be really nice for things like furnaces.
fog density
what about rain customization? 🥹
What about rain?
also fxaa and ssao would make the game awesome. even fxaa alone would be good
this for pack creators to edit
Ah the renderer folder.
but this is more important
i need anti aliasing

I'm surprised the renderer folder even existd.
not Keyframe but auto exposure is too strong making everything much darker when you just look at light source
it's very bad
#1437846663082410016 message
Moment.
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
^
Please 🙏
Sky reflections especially on water look so bad when decreasing sky intensity
quirky legit been wanting sky light keyframes for ages 🙏
Although ig if skylight color will be keyframed, it will only control diffuse light, leaving sky intensity to control specular so splitting sky intensity is not strictly necessary. But then you won't be able to make diffuse any brighter than #FFFFFF so maybe separate intensity controls is still useful if u need very bright diffuse in comparison to reflections
yeah would be useful
we also really need fix for auto exposure, it's too strong with light sources
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 !
i know auto exposure should make everything a bit less bright but it's too much
personally i hate the effect it has on the end flashes.
as it results in the bright light actually appearing dark
it's better than before now, but still bad if you look in the direction the flash is coming from
i don't hate effect itself but how strong it is, it makes light sources and lit environments look bad
Honestly
I think VV could've gotten away without auto exposure
Especially since the lighting isn't realistic
add path tracing to VV
hey when trying to add local lighting i keep getting an error
nvm
i had to use 1.21.120
flashback to every biome fog needing updated to .90
ok so its just not working for me at all actually
ah fixed it
ik fire point lights arent ideal, esp since they cant cast shadows but its cool lookin
What do they look like without again?
im tweaking some lighting stuff rq to make the colored lighting have better impact one sec
with and without
you lose the normals and specular highlighting
and volumetrics contribution
I guess.
without vs with
Point light is just...so much better for things that aren't lava.
look at the fps between both tho.
static lighting gives 60 more fps in this situation
i wish point lights performed better
I can only imagine for those with weaker gpus.
I lowkey dgaf about perf right now.
i dont either. but im just saying for the sake of making a pack, perf would be considered for something like this
I'm focused on the visuals.
added point lighting to glowstone. the fog contribution is just huge
Something else I notice that mobs don't get the color from static lights
I chop that up to an oversight, but I hope they look into that

This is all I want from static lights atm.
And what I’d seen mentioned before - some kind of method for large volumes of light blocks casting shadows - I.e Glowstone and lava.
This is and Refraction are my two main focuses.
Expose auto exposure parameters to creators and bring us some basic refraction effects to start off with and build from.
agree
What's the bug?
Mushrooms have light
That's not a bug.
oh ok
I honestly think this needs to be reconsidered
It would break some farms such as a slime farm.
Rlly?
How so?
I've seen some slime farms use mushrooms to prevent other mobs from spawning.
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
cough decouple it from the light emission component cough
I’ve seen you mention this - what exactly would this allow for?
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.
Right, but how would that fix it?
light intensity is currently tied to light spread? Meaning if something is light level 1 it will still be a fairly bright light?
But then if they change that - would creators then be able to adjust light spread and intensity via local_lighting.json?
That would be nice.
At the same time I feel like just making the mushroom no longer a light emitting block would be easier and more logical.
For the sake of VV which Java doesn't even have is probably not worth it to break existing builds.
Oh... I did not know the blue water blends the light colour.
@sonic canopy , you got any other maps to recommend besides le ultimate rtx?
What are you looking for in a map?
Currently I think testing static light is my main focus. But if it serves as a general purpose VV testing that be great too.
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
Ihou Kenchiku means Illegal Architecture in Japanese language. We sometimes call this style of architecture such as Kowloon Walled City, Howl's...
We did Ihou Kenchiku ...again! It means Illegal Architecture in Japanese language. We sometimes call this style of architecture such as Kowloon Walled...
◆イベントお疲れ様でした!!下記日程でマルチ建築イベントを行いました!建築期間:2023年12月9日(土) ~ 2023年12月16日(土)観光期間:2023年12月16日(土) ~ 2023年12月18日(月)配信のアーカイブ等はこちらから建築期間では計170名(運営含む)、...
Oh yes Hermitcraft S9 map I've been using but it keeps crashing because I'm using it from the MP.
30fps
The coloured lighting in this scene is coming from glass so that makes sense
since when have point lights interacted with volumetric fog
it's a point light that interact
whoops ty
is it normal that player/entities don't get colored light?
or don't get affected at all
(that's a point light but the same thing happens with static lights)
If you ignore the purple sure.
hopefully glass coloured lighting gets added
I mean it looks just like stained glass I'd have to see a vanilla pic to see the difference
I mean if water already does it, I'm sure the same tech can just be applied right?
wait does water already do it?
did i miss something
if so then yeah
well, depending on how water does it
I mean, my torch looks green.
I don't really see it?
It doesn't apply to static lights or point lights
Static lights dont change the colour, point does.
It mist be the water fog doing the work.
Yeah
Simply add glass fog.
even then, i don't know
like, yeah the water fog changes the appearance of the light source behind the fog
Read like the past 5 messages from me and Sisilicon
the fog changes how everything appears
from both the player's and the sun/moon/end flash perspective.
does it affect the sun/moon/end flash in any way?
What I mean.
Make a tower of water and see
I cannot tell if it's this world or not, but switching from fancy to VV just glitches my UI
For a long time
It changes how you see things through, but idk how it affects how the sun/moon/end flash view things
this does look very funny
that is the most trippy out of context image i've ever seen
Huh. I could've sworn they made shadows of their own. Must've been scrapped
i don't think that was ever a thing? i tried it back when VV was first added to the same result.
maybe when it was deferred technical preview?
Yes
ah
yeah
If they scrapped that, then I have less hope for coloured shadows in general 😔
I hope we get them
colored shadows + stained glass changing static/point light colour and stained glass becomes just the most useful block in the game for builders
Just realised I need Chunker.
water is very good as clouds
Reminds of that one Mario 64 level
Eerie
even better at night
Stop it Pout you're scaring me!
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.
Java->Bedrock conversions just keeps crashing worlds lol
Just looks less saturated tbf
If you can't see the no purple tint, that's fine.
I can only assume that in RTX there would be a huge light beam.
This room is too orange for me lol.
that was a bug and i think fog was creating that "shadow", it was patched
Maybe I should switch to RTX...
This map made for RTX is so ass for VV
It was a real shadow. I'm not talking about that ghosting artifact (which still happens under certain circumstances)
i know you are not talking about ghosting artifact

is it a memory leak
Society if Editor Mode had point light support so I can toggle between point light and static light easily
I think also being able to dictate where a point light is coming from would be nice
Huh, glowstone isn't in local_lighting?
Hmmm....animated colours...
huh. odd. They probably forgot to add it.
same goes for all the copper lanterns besides the regular one
any of the waxed or oxidized ones don't have colored light
only the default copper lantern does
Stinky
Oh right...please don't have the piston machine move a light source back and forth.
pointy lights ?
point light render distance is far longer than point light shadows
which means point lights are visible through blocks.
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.
I mean...even static lights are visible through blocks.
yeah but it's more your usual light leaking issues, right?
not "depends on how far you are"
so, stuff i'd expect to get fixed
Shiny snow.
Y'know, I'm curious if it'd be possible to have the lights have a "circular pattern" instead of the diamond shape

I'm torn if sea lanterns should be white or green
i usually do a bluish green. but something different from soul torches/lanterns
or greenish blue?
one of the two idk
W
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slightly turquoise color
😔 People are just inventing colours now.
well, not very turquoise bu it's good color for lanterns
it's more baby blue
wait till i invent prizma pink color
Sorry, we have to put you back to the gulag.
None of these even says turqoise 😭
I said it's more baby blue color
😭 Idk what baby blue is, is there adult blue and teenage blue?
Im a guy, we dont know specific colour names, we just say red orange green.
Oh cotton candy.
static light with colored candles is so fun
simple (no smooth lighting), fancy (smooth lighting), VV (point lights)
Are your planks shiny?
i haven't edited that so thats just vanilla planks
this pack really just edits water (enables waves), and candle light colours
Vanilla VV pbr kinda stinky
*Vanilla kinda stinky
Fixed it for you
I do hope they work more on biome blending all VV features.
Hear me out though...height based configs.
I hope they work on the color banding in the sky or use a tone mapper that doesn’t do it as much.
Like Hable.
Color banding?
Vanilla VV sky is left
Not AS severe. But damn close
Ah so that's what it's called.
Hable tonemapper has almost 0.
Looks like right image. Maybe a little bit of banding but barely noticeable
Right, Vanilla uses their generic toner.
Sepia filter looks so much better in the nether tbh than cold biomes.
Which one?
2nd pic
As much as i like 3, i think 2 probably?
Yeah 2
2
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
They main course of action to improve it would likely be a bayer dithering or raising buffer precision
Dithering is the best option tho for sure
But yea other tonemaps show it less because they don't do extra stuff to prevent hue shifting so everything kinda gets hidden better
Is it possible to have a higher color precision enabled for higher end devices while keeping the original for lower ones?
Probably
Ik in the reflection json there's a color precision thing you can change
Idk what it would do as I haven't messed with it
But that would only affect the IBL iirc
They’ll probably just add dithering.
Idc though - I just refuse to use the generic tonemapper.
Hable looks great.
I don't like generic either
I think hable is probably the best. ACES is good but it requires a lot of specific and intensive care to make truly amazing
Reinhard_luminance is straight butt. Reinhard_luma is very close to hable, and regular Reinhard isn't too bad either
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.
Yep aces is very blown out
Java Just Colored Lighting shader / Bedrock VV (with colored candles RP)
i wish point light shadow will be like this
the object near light source shadow will sharp and far a bit shadow will soft
What value do i change to make darkness "darker"
gain & gamma
of shadow's correct?
yep
so low gamma would be darker and gain does what exactly?
gain is basically the same as gamma but gamma is kind of like the overall brightness base as i understand
already ty!
alright *
you can find more info here
np
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.
Kinda irritated
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
You don't need flash as long as you don't have the uh... I think it's 1.21.80 version number
It's been a while tho. I forget
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.
Idk
🤷♂️ works now. So idc lol
I remember reading somewhere that having a global.json didn't work anymore but it's been fine for me
Very weird
And that all biomes need an atmosphere/lighting file defined but I also don't do that and it's fine
What do you mean?
Since when
Default configs should always work
one sec
BAO vs Reading.
unfortunately
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For everything not water and per biome right now.
I have a 20 minute video of me using Editor Mode https://discord.com/channels/523663022053392405/1437220081359655014
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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

We still need a bunch of other APIs for this to be possible tho
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May need to reload the world?
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"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
}
}
}```
"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?
(on xbx - cant upload file)
i don't any issue...
usually means one of your values is out of range
we NEED this 🙏
waiting for color
Isn’t sky color per biome?
i forgot to add a word
I mean sky color keyframe
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how do you get rid of that godawful auto exposure effect
i don't know how it even made it into the game it makes me feel blind
you can do it by modifying the "tone_mapping.json" file in the renderer folder
C:\XboxGames\Minecraft for Windows\Content\data\renderer
i might not be able to
ah
yeah
No, you cant?
thats a different error code? Or are error logs really that Un-reliable I cant trust what it says???
i thought these settings controlled auto exposure?
ohh. My b didn't see renderer folder get mentioned
DATA DRIVE THE ENTIRE RENDERER FOLDER
usually the input goes out of range, therefore the keyframe is un-useable, so it technically doesn't exist
(as i understand it)
honestly though
ok but the inputs are hex color values. Or lux values which docs say are accepted AND those values are in Docs example.....
so wtf
this makes 0 sense
anyone else got any ideas?
Change format version from 1.21.80 to 1.21.90?
That content log is single handedly the most useless error in my entire MC development lifetime.
i'll check
yeah that's really weird
no parser available for 1.21.90
Are you sure it's that file?
1000%.
error says lighting & i had 0 errors before adding it to biome.json
Ah, then it could be your other per biome configs then no?
i have 2 biomes defined - only grading, fog, & water in them.. Everything worked. No errors. added lighting - it threw errors
doesnt seem possible considering ^
we need better documentation. Theres no reason why I shouldn't KNOW exactly what the issue is.
No, we need better logs.
a DOCS EXAMPLE. Doesn't even work. how are people meant to even learn from broken examples 🤣
Except it works for me.

the local_lighting.json example file doesn't work either lmao
literally. Wrong format version
off by 1 character 😭
right - are we sure? I literally C&P docs example....
Last I checked.
Not for the local lighting
The atmospherics and lighting worked for me.
so if yours is also 1:1 of docs, we're missing something
double check if you can? If I somehow missed something - cool. But if documentation is this f** idk what to do
Oh I think I never did per biome.
My lighting only works when defined in a biome.json. How does yours work?
If your pack has only one of each you don't need to define it per biome.
Wait, per biome coloured lighting when?
even if I have lighting.json for end? bc not for me. No lighting.json works without defining inside biome.json
or only if I have just 1 lighting.json?
Do you have more than 1?
nether & end. Both included in their respective biome.json
but I want the darker end lighting. If removing those works - cool but then i cant do custom lighting in them
If that works...then it proves it's your other lighting files that is broken.
how so though? They currently work without issues. I can make changes and see them in game. If they are the issue why do they work - not my overworld lighting
Can you copy paste your other dimensions into the OW
OW?
Over
World
i'll try
nether lighting for birch forest? Lol
This is just to test that your original OW lighting is broken
Please people learn what tests are to debug things.
works fine.... As I figured .... Yk i spent 3 years programming & know how to use my god given brain. This documentation is sr8 a** though so i'm basically guessing everything.
back to the docs (lighting) global.json being the issue or is there something else we can try?
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.
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
i dont NEED certain keyframes defined either - otherwise just 0.0 & 1.0 wouldn't work. So that's not the problem
illuminance is the issue
docs CLAIM and SHOW lux values work. But it actually only accepts float values of 0.0-100.0
actually dumb
you were correct yet should be wrong according to docs.
documentation update - ASAP...
shouldnt have to debug example documentation. Example docs should provide clear and accurate examples and descriptions.
I agree, but thats besides the point.
most things that are there should be data driven
Most?
What shouldn't?
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
Truly hate the performance argument.
Same
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
then choose the Packs that cater to you
Non MP Creators should not be restricted by performance
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
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.
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
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
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
This.
It makes sense to have MP packs have a certain level of performance for all devices that have access. Or even restrict certain features because of ratings.
However 3rd party packs should not also be restricted. You’re just hindering creativity aswell.
Datadriven reflection configs so i can bring the series S reflection issue to all platforms
:3
She was mentioning things that should NOT be data-driven.
But honestly everything should be done. Allow creators to actually be creative…
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I might be wrong but I think you can do on steve texture and it works for player
They do
You are correct
Wth is up with this black dark circle lol.
I'm getting the same parser error. How did you fix it?
It needs to be 1.21.120. The docs are wrong
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
1- are you entering a marketplace world
2- are you using a texture pack
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
hm. Odd, then.
Do you have "enable in-game graphics mode switching" enabled?
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?
What's your RP manifest?
this one. I found contrasting info on the wiki on this. manifest section mentions "raytracing" instead of pbr
also it didnt even say if capabilities was an object or an array
What's your min engine version.
I'll check
"min_engine_version": [1, 21, 122],
You need 1 21 120
hmm why would increasing it make it not work tho thats very odd
i set it to that or even 1 21 0 and it didnt work 💀
thats the error
odd.
device supports it btw as with another world they work fine
That last line lowkey me.
Real
This update has been in development for like 3-4 months now I think 
Amateur.
…Amateur?
🥱 https://smokeystack.dev/projects/smokey-pbr
Since 1.21.50
I think this is my most up to date project ngl
You’ve been working on the same update for over a year now?


How 
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
cool ass dragon egg with static light
Cool
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.
did I start that trend? 🧐
What's the trend?
Gradient fog in the nether
I'm lowkey blind I don't see the gradient.
There aren't any in his.
He's saying he likes one colour more
Not very cool of you.
Ah so what does a gradient fog look like?
I’ll show an In-game SS.
In some scenarios - like on lava ocean level - it doesn’t look as bad
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.
Level with Lava lakes vs High up above.
Almost every major pack does this 🥴
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.
I think Al3xis did it first. Idk
I do think VVs nether tho is beyond underwhelming
i also think i did it first
I made it subtle so it doesn't look too weird
honestly it just needs more dense Volumetric fog. My pictures above are Vanilla nether + 0.04 density fog. Fog end distance is also higher. 320 blocks.
Without a light source, volumetric fog will hardly be visible if at all. Block light affecting fog when
How tf do you even do that
zenith/horizon colors
tile
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
Probably will take some time. Like you said, there’s a few obvious issues - albeit not huge. It works pretty damn good as-is.
I just hope they make some more improvements.
Like for example maybe volumetric fog interaction. Circular light spread rather than the diamond shaped spread. And maybe allow Intensity or the range of light spread adjustable per-block.
I’d like to see Furnaces etc. not light up a whole 15 block radius.
i doubt static light will get things not related to the colours, that regular non-VV block light doesn't have
so, things like furnace light level or it being a diamond shape will stay
but anything specifically VV related may get improved.
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Although it’s possible they don’t - I think it’s pretty likely that they do allow 1-2 of those things.
Although the static_lights as they are, are decent. They’re extremely basic and still don’t compare to the quality of most decent Java shaders, block lights.
It is quite literally still Vanilla.
Just with colour channels.
which they're meant to be, no?
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
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.
Lava only glows because of bloom.
Coloured light didn’t change that. But most Java shaders, block lights DO.
Also changing light spread shape wouldn’t impact performance.
Although it could impact gameplay if the light spread was reduced in size.
True it’s a bit too powerful
yeah, that's one where it's a gameplay choice.
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.
not necessarily. A circle fits around a square with slight gaps at the faces of the square. And i believe vanilla spread is a 45 degree rotated square. There will be a slight difference - but if light fall-off is well adjusted it would barely be noticeable. This 1 thing would significantly improve the visual quality of both static & point lights.
again - there would still be a difference. But can be extremely minimized
so like hm.
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
I definitely would like a circular pattern over the diamond one tbh
Maybe we should make a feedback post about it
as I said - radius and fall-off adjustments can fix some of this issue. imagine a slightly larger circle. But its edges fade out significantly. This way light spread end roughly the same.
More configs.
This would still happen but it would not be drastic
better visuals
didnt we have circular point lights in 1.21.7/8?
I think they changed it to better fit the block light shape, but I would greatly appreciate it an option to change that
Same.
Being able to change light spread shape via resource pack would be great. Keeps VV nice and close to Vanilla but allows more realism for creator packs.
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
aura
Eugh, the torch interacting with the fog is not a good colour.
I mean yellow torch with fog that absorbs a lot of red and green will do that
This was actually experimented with in Java snapshot 12w39a, unfortunately it got reverted in 12w40a for performance reasons.
wait howd 12w39a do it
Entirely rewriting the lighting system for two snapshots before being reverted
but like what was different with it
A furnace for example would only produce light from the front when on
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
There’s enough that it would make sense to implement though.
I wonder why they reverted the changes
absolute peak
pointlights.
mmmmm, pointy lights :3

Turns out colored lighting from vibrant visuals can somewhat be used in custom RD shaders, with VV disabled
W
https://vxtwitter.com/SmokeyStack_/status/1730371705602732245?t=TY6U2s0XiTaBlgEmmcYnAA&s=19
Was looking for an old tweet and stumbled across this.
Still isn’t fixed 🤦♂️

That hand tripping me
what's this rp?
that water looks sick
lemme steal that water and implant it in a different one

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
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
the higher the r, g and b channel values are on a pixel, the more the associated effect will affect the pixel
so this means that, yes, the more red value on a pixel, the shinier it'll be
Well looking at this. The entire character is going to reflect like a mirror
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
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
Ty I’ll check that out
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
Just to give a quick brief. If you're looking to make something reflective, it's not metalness that does that
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
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.
so this guy would be mostly reflective because its mostly black? I would want to paint everything in this texture black that should be reflective and everything that shouldn't white?
Thats my understanding of the blue one so I'll try that in my pack atm
Kinda. I personally don't like using 0 roughness especially for something like this. It'd look too shiny
If that makes sense
yeah
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
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
gold with metal from 235-255 and roughness from 40-120
gold with same metal but flat 0 roughness
so this would be caused by the green channel having some color to it
yeah this is the texture
yea that would do it
the gray seems to be emitting like the sun
wow 0 roughness and high metal is absurdly shiny
I actually need that for another mob but to a less bright extent
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?
lemme make something for you to use as a reference
are the gold bits like actually gold?
idk what your file is named but try this one out
ty ill try that
this could serve as a reference piece for future things
seems to have just broken the texture
do your texture names align with your texture set file
do you also have error logging on? it would tell you why
i dont see why the texture owould be broken then
ill try reloading the pack
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
Ill try that
still broken
this one still works so its just a problem with that guy
idk why its broken. i didnt do anything differently from how i normally do things
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
nice!
got luminous grass to glow on the first go and glowing obsidian is working
yipeeeeeee
me when i trace rays

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.
you only need one VV compatible file
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
I ddi add that but it didnt work
In tge rp manifest
VV still disabled when opening the world i used to test the pack
idk then im sorry
is the yellow underlined part supposed to be a entry in terrain_texture.json like the "color" field is?
i still have the options
you don't need to define mer maps in terrain textures as far as i'm aware
that looks heck cool than absurd... i like shiny stuf
Alr Ty
Bro wtf.
What did they do to Xbox 😭
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
nice
Release 

BSL v10.
Lenovo flex 11.
30fps. Kinda crazy this runs so well. (Hell, VV Isn’t even supported on this device)
Minimum preset
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
Weird
can anyone else check and see if they also have this issue
Ill check rq
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
Yep
can confirm that its also consistent here as well
also dang do the pixel shadows not light high res normals here
Just looking in the direction of large bodies of water destroys FPS too.
What resolution of shadows is that? I like it a lot tbh
Is it just pixelated shadows at 1024x?
Yea
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
Do it
Bet
the shadows are 2048

the shadowmap resolution is 2048 but it can be snapped to a pixel grid of 1024
im explaining this bad
So wait, in the texel_size is it 2048?
Or am I just 
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
Ooooh I see
it'd be cool if there were a slider to configure the shadow distance

like
shadow distance (chunks) 4 - 6 - 8 - 10 - 12 - 14- 16
https://discord.com/channels/1138536747932864532/1385854591492558899
This got 50 votes
yeah for a time that didnt happen
but now it’s back
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
Ouu.
Are colours actually going to be visible now - rather than washed out?
Much better
should be
Theres a weird artifact lol

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
So whats that biome coloir water thingy?
yea its been resolved in 1.21.120 as well
i got no idea
it doesn't work
Does it work if you turn vv off and on again?
As then normally you get the non-VV water colours
thanks for info, i'll try
well it doesn't work still
What does this mean
- water can be colored by the color defined in biome client jsons
- colored lighting is much better now
Does that mean swamp water and stuff is green now like in fancy?
not really sure how it works tbh
cuz that water color as far as i know, never had an effect on VV before
i thought it would affect the color of the vv water surface
it seems not to be working tho
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
That's what I'm thinking too
We're working on getting docs updated for the water color. Sorry for the delay here!
Team was too busy water colouring with Bob Ross.
ok this makes more sense now. i was actually kinda right on what it did yay
I dont get it.
Explain it to me like im 5
basically the color you pick for water is now mixed with the particle concentrations
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
Cool.
That is pretty cool
Wait I'm confused. Where in the link does it mention this new feature?
The link leads you to that section.
How convenient
Unfortunate. Must be a region issue.
Probably. GitHub and the Minecraft Launcher refuse to work too
Does it also affect fog color?
ah i was using 1.21.120
that's why it didn't work
What the hel is this version
Oh bruh I see now
but why .26 then
If it depends on year, Isn't the current going year '25?
Ohk
format version in water config
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 
Like how
let me keep this as a secret here for now. 50% done i guess
A month of work is a lot
But for s few seconds of a video
Ay still looks good though
delicious
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
Im here to shitpost not learn about science.
fr
what about shitpost without post
Would be a banger fishbuild quote.
it would be
type shit
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
better RTX has custom skies now?
No
Default RTX relies on a png texture to render its sky
So you can edit that png texture and change how it looks
ohhhh
So you can use the default MCRTX sky with betterRTX and do this yourself like the person above did
G👍
What are cubemaps? The changelog mentioned them.
Custom texture for the overworked sky
why does my water look like this in VV? My resource pack doesn't overwrite water
nvmnd, was in the wrong com.mojang
Oh
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.
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
changed padding to 3 but still there 
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
Yup, transparent pixels are white
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
Someone know why my tools are white? (this includes every tool except wooden and stone ones)
it gets real weird because its fine on blocks that have SSS that arent like super warm in colorit just seems like red-yellow just dont get handled very well. even worse with SSS
for comparison, the same block colors on base reinhard
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
I've found a cause why transparent pixels were saved as white
I was quick exporting instead of exporting (export as...)
still can't believe full light block still has point lights
messing around with generic tonemapping
im working with default PBR but im editing alot of it to be less scuffed as well
Do they cast shadow?
I don’t understand why the PBR is so sub-par for VV.
Intentional? Accidental?
Lack of knowledge?
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

door
Grass too smooth in my opinion
Yes
nope
This is RTX.
I though it was nether for a sec
gawd... colored lighting needs work. Java shaders do so much better. bsl, bliss, solas 😫
Rtx is better then vv
What happens if you try to use normal map and heightmap on the same block at the same time? (In Minecraft RTX)
Would be insane if RTX allowed for volumetric clouds too. Ray tracing also allows you to change sky, but unfortunately, doesn't let you change clouds.
I don't like the fact Mojang doesn't update RTX really often. It's just... forgotten.
It wouldn't work, they mutually exclusive
Massive Bedrock L.
Nothing more beautiful than Flying an Elytra through some thick Volumetric cumulus type clouds
I find it interesting. Sure - RTX was primarily a marketing tool. But that doesn’t mean - the absolute best graphics setting for Minecraft, shouldn’t receive at-least some basic updates that are needed to make it perfect.
(RTX is the best - But obviously not perfect) cough BetterRTX cough
Bedrock RTX is really cool, but Mojang need to work with it. That's the only way to make it perfect.
Looks awful imo
it doesn't matter, everyone has their own taste
Yeah, textures just look like a Roblox game for me...




