#Graphics General
1 messages Ā· Page 31 of 1
at least i can make texture using sketch (because this is quite difficult)
Mmmm, hello
Oh, is this a place to share screenshots of Vibrant Visual/Ray Tracing?
Yeah, you may share them here (#1182091012177399809), make a new post in #1182087588555792395 or in #1046947779118895114. This general channel can also be used for general graphics discussions as well as posting general images or videos related to graphics and rendering, it's not limited to ray tracing and vibrant visuals (e.g. shaders and vfx are also allowed)
Yeah, you can, why not. ^
My pack does it in a combined style. You can't actually mix them but with higher resolution you can mix the visuals of a heightmap with details of a normal. it's kinda hard to explain
So, it is possible to use them at the same time for the same texture?
I use the 128x resolution to get the per pixel look of heightmaps. And I use the fact it's a normal to blend in extra shading and detail into it to fake insane levels of depth
No it's still just a normal. It's just using the fact it's at a higher resolution to mimic heightmaps
Heightmaps are just auto generated high res normals slapped onto the 16x materials anyway
For example it lets me do cool things like having the edge of pixels be rounded off. It can also create "shadows" in between the different "heights" it's neat
Is that RTX thing too?
looks great tbh
guys what is short grass called in textures?
tallgrass.png
Ohhh, I will be using that.
Very strange name but worked
Very awesome so far

what about dark oak leaves
leaves_big_oak_opaque.png
final question sorry to bother you but you know how they tint their grass in terrain. I tried a tint color and it only applies to certain biomes. Not biomes like roofed forest
nvm got it
Strawberry Vibrant Enhanced V2.2
Vv looks weird
It has some great moments - but overall yea.
I don't like vv water and clouds tbh. If you want to have beautiful Minecraft-styled graphics, that's okay. But if you want to have realism - no. Rtx clouds looks better imo, but they are broken, unfortunately.
That's not cute
Ok
vv clouds looks similar to rtx clouds imo
both have vanilla shape and look like aerogel
Im not sure about that. They are a bit different. I like RTX clouds more.
Btw is the vibrant visual default packs downloadable somewhere? The default vanilla one
I have the game source file but somehow I canāt find where the VV default vanilla is
In the color grade section tone mapping when I usually use āreinhardā the colors are a bit dull
But when I use any invalid values thatāll cause the color grade to turn back to default
And the error value made it look pretty good
no. only place you can get all of it is from the mc files
the bedrock sample pack doesnt contain any vv configs. only the textures sadly
i can tell you how to get to the original vv files
go to
xboxGames/MinecraftForWindows/data/resource_packs/1.21.90
all default vv configs are there
Thank you šš¼
okay i found a proper way now I'll use bedrock editor for that
Damn.. I've been doing this pack for 3 weeks only in a notepad++ I had to /reload so many times and guessing the outcome with the color codes I put in without any visual display
Clouuuds
What parts of editor, actually work for VV?
All of it now from my testing.
https://discord.com/channels/523663022053392405/1437220081359655014
Video of me using it
Note however at time of recording water rendering was broken, the issue is resolved in the latest preview.
W.
Iāve been needing to fine tune color grading for a while and just finally got a pc a bit ago.
Ah, one thing I forgot in that video but I did put in the post is the lack of per biome editing. They said thats coming though.
#1067869590400544869
š
Rethinking Voxels is actually next-level. RT+performance????
I wish I had a graphics card
i wish i had gtx 970
AILoo RCT V2.1.0
Picture 1 has a hole under the tree (terrain bug)
And I don't know why the reflection of the leaf in picture 1 looks weird (I'm not talking about the bottom layer of the leaf)

RV is not raytracing
RVs lighting is basically just point lights
It does use SDF ray marching tho, doesn't it
RV is cone tracing
it has SDF adjustments for RT + Cone tracing adjustments...
Point lights are garbage compared to this š
not anymore. that was an old version
i think so?
well split VVs point lights off from point lights as a whole. point lights as a general tech is very good. VVs just needs alot of work
RV does some like light listing and voxel stuff with what is basically point light tech
point lights can do very powerful things without any kind of raytracing
"update cone direction for RT" is that not for Cone tracing?
and really?.... Moooojaaaannnggggggg cmon dude
i mean last i heard the "cone tracing" from rv is no longer in use
rv doesnt do any ray/path tracing anymore
aside from some raymarching related stuff for GI
š¤·āāļø i just see the options. no idea what is actually working in the bg. everything in its settings say RT or voxelization
well yea it does some voxel stuff
but voxel doesnt inherently mean raytracing
complementary's worldspace reflections are not raytraced
im not entirely sure how they work
i love this
The glow lichen light looks dim. How did you pull that off?
set the color value super super low
"minecraft:glow_lichen": {
"light_color": [15,25, 20],
"light_type": "static_light"
},
I wonder if I need to clamp it between 0-15 like MER
merl
Probably. I haven't really had much time to properly mess with this stuff yet tbh. I'd like to properly experiment soon tho
MERS
merls
That's interesting. last time I saw someone do this, "black" wasn't black
Im guessing the mer doesnt influence anything
i dont believe so
Looking at this again, has the ambient occlusion always been that strong?
Or is it your post proccessing?
my color grading likely
i also use almost next to no ambient light (which im gonna change)
but i may not. i like darker caves
that redstone ores look really nice
once light isnt the same intensity all the way out, it will be pretty awesome
bro finally remembered the existence of this server
after a long time 
because of my post in bedrock graphics /j
fr

+1 bug 

and they have never fixed "leaking" lighting
congrats

it's hard to fix ig
but they could have fixed the milky water and the issue that water is rendered before the fog
i wish they fix next year
Water has THE MOST issues of all vv features. Overall terrible performance being the main thing.
26.0 changelog:
- removed water
IF & WHEN - VV point lights get this good, inlcuding directional block light.. I will scream of joy
lol
my phone, pc will explode
phone maybe. my pc isnt even good. ryzen 5 3500/gtx 1080ti
PL could be this good for console/pc*
oh, oh, they should fix taau first lol
UI broken
WAI
the end is nigh
Bedrock RTX spectral path tracer on a lightfield display
https://cdn.discordapp.com/attachments/286649185468678144/1450369049262293073/20251216_065419.mp4?ex=694248ef&is=6940f76f&hm=1def9e21ce9c455b3ad2f5746e81bce4f6eb564344f12aa242a221180d73da10&
what is this witchcraft
It's basically this, but with a display instead of a printed image, same overall principle
Maybe this has to do with their light leak fix?
That looks like you shadow distance is too small, around 3 or 4 chunks
Ahh yes my favourite game minecraft Ć· 2
so itās not able to be reproduced?
just a setting was messed with?
(default vv for reference here happens in my resource pack too) dont we think the uh skylight falloff is uh... a little um too much? i dont remember this being so intense
I don't know, as I haven't tried but based on java shaders, the shadow distance controls that.
If they properly fixed the light leaking, they can remove this entirely besides in places where there's no shadow map data
this looks like they are doing some kind of AO based stuff to prevent light leaking but it causes this above ground
or its some kind of lightmap thing
im not really sure
idk but it definitely looks bad especially if someone is gonna do a sky build
ok it does similarly happen in vanilla graphics but its way smoother
so this just needs to be smoothed out a bunch
upon further assumption, this might have been a problem for a while and is unrelated to the light leak fixes

It was a bandaid solution to the light leaking
indeed.
looks like photon?
literally my favorite shader. idk if i can use vv again
welcome to the club

vrooooom
blom

vv with exposure parameters tweaked
what i changed makes bright things exposed more while not exposing the dark as much
I'd love to send more pictures but my internet is not being nice to me
I literally cannot express how much better VV looks with less aggressive auto exposure
I've made some tweaks to my sun intensity so daytime isn't nearly as bright
We really need exposure change where they make it less aggressive
Mostly it bothers me with emissive blocks
I wish I could show how good this sunrise lighting looks right now with my changes but due to my internet I can't
the brighter more bloomy sunlight just looks so much nicer imo
im gonna see what default vv looks like with these adjustments
it really hasnt changed much outside of exposure just being nicer with glowing blocks
nvm its way nicer. far less dull
if anyone wants to try out the exposure changes. heres the file for it
if anyone from the dev team is looking. please consider either making it data driven or looking into adjustments that make it less agressive like i have here
caves look amazing with these changes + colored lighting
ok so uh update. caves arent any different compared to having the settings on default
Just data drive it. Simple.
just in my edited version it doesnt adjust for emissives until you shove your face into them
this looks insane.
lemme switch to native so its less blurry
nvm the specular is grainy
im gonna tweak my color grading a bit to be less intense
with my changes
Which is your edited version?
left is default auto exposure, right is my tweaked auto exposure
left is default, right is edited
basically i tweaked it on the high and low points so it priortizes keeping bright stuff exposed while also not destroying dark areas too much
so lighting overall is brighter and emissives looks better
im gonna brighten up my caves a tad tho. my ambient lighting is really low
this is better. areas that were pitch black before are now dark but playable (default exposure)
did someone know why addons resourcepack disable vibrant visuals?
i used
"capabilities": [
"pbr"
],
and still dont work for me
strange. not really sure why that would happen
i just noticed light occlusion on point lights is ALOT better. it doesnt clip through walls as much as it used to. just shadows for them are currently broken underground
Does occlusion look better when shadows are working? Can't really state that it is working better, as when there are no shadows there is by definition no light occlusion
i mean they dont clip through. biasing is still quite weird tho
oh wait. maybe the bias is fixed
i think they do look a bit better
*lemme reset my average luminance file rq too)
hm maybe im crazy but it does seem like the point light shadow baising is better. wasnt it like slightly offset before
ok um. im sorry i was wrong
this has been fixed in latest preview
for some reason my preview was not updated
unless said platform im using here is not big enough
nvm it does
ok yea black void still exists
point lights will stop correctly casting shadows below y 31
not really sure why but
That is a subchunk
its just weird because it used to work before
Could it be part of their light leaking patch
i dont know because i was playing on the previous patch which didnt have light leak fix and this was happening
copper bulb

spam time
mojang auto exposure tweak
ssao
new tonemapper
skylight keyframe
weather customization
a lot of water bugs fix
taau fix wheeeeennn
(2026 wish list)
I always knew that auto exposure was the thing that was making vv ugly
it looks so much better with less strong ae

what causes that tho
i once had this issue but it's some how fixed till today I'm not sure what the reason of that was that causes the shadows to look all washed up like that.
idk maybe AO?
ur auto exposure looks so good
It's RTX

Ʈts just so peak
ngl
Pink tulip
good
Hello I would wish to make an resource pack that changes the textures of an addon

Right now autoexposure is super aggressive and I honestly donāt want it on at all because it ruins the visuals of anything that glows in vibrant visuals, makes caves super dark and hard to see, and...
Go vote

i love it
Why would you want to turn it off?
Improvements are needed not disable
Read the full post
I can see why you'd want it off but I can't see that working long term.
i mean, non-VV doesn't have it and it works, right?
i prefer bright areas bright and dark areas dark.
instead of everything being "bright, but not too bright"
overall, as much of VV as possible should be togglable things.
You still get that with auto exposure, auto exposure just adds another level of realism to the game. Basically, auto exposure mimics how your eyes adapt to changing light conditions. Auto exposure has the potential to be really great if creators get access to it's parametres.
I think rather than togglable, as much of VV should be customisable.
Could anyone recommend me a good Vibrant Visuals shader texture pack please? I am currently using Luminous Dreams and i really like it but sometimes my game gets way too dark, especially in the nether
Must be a lightweight pack similar to Luminous Dreams
PRIZMA VISUALS
Does it alter any vanilla texture? Like blocks and sprites
it has an option to use vanilla textures
Alright thank you

Another question, does anyone have a good performance optimizer texture pack?
I have been using Vanilla x Optimizer but i'm pretty sure there could be a better one.
Must be a vanilla package.
There is no such thing as optimizer pack
Yes there are
How much performance they improve
What they do to improve performance?
All of those packs are pure clickbait
Almost no performance improvement
I am no expert but a performance improving pack simply cuts unnecessary content, such as particles and animations.
This might not constantly improve your game but there might be certain situations that will benefit from this, such as standing next to a mob farm or in areas that would have otherwise too many particles.
I have seen video proofs of such thing, showing an increase of 5-15 fps in those certain situations.
Well in that case what you're already using is good enough
Other packs are going to be same thing anyways
My current pack is very vanilla friendly and i doubt that is optimizing every last bit of performance
Idk really since i have not looked at the files
yeah
i always notice this when i get close to water that the cloud reflections just horrible in every pack and they like fade into diff positions idk how to explain
that's normal too
because of wavy water
damn so ig i will live w it
if u don't like it just turn wavy water off
right but this has to be smth they can improve right? like java water and rtx water does not look like this when it comes to cloud reflections
i'm not sure
i dont entirely know what you mean here?
nothing looks wrong with the cloud reflections
they get lower res with distance as a performance optimization
they are also aligned to a pixel grid
because VV has pixelated reflections
even the "disabled pixelation" for ssr isnt fully non pixel aligned. its just aligned to a 1024 pixel grid so it appears like its normal
Reflection update time. watch the cloud reflection for a min, you'll notice it only updates every 5s or so.
Ah well now that's just a limitation of how they did it
Considering it's basically rendering the entire sky as a cubemap for IBL
IMO there's nothing wrong with what they did
But it would be nice if the update speeds were quicker
doesn't bother me much, but it is a difference i notice. definitely would be nice if update time was quicker for pc/console
Generally what I can gather, what they did is really fast and optimized
Whereas for example Java shaders can't take advantage of rendering that as an image and instead need to compute the reflections in real time
Which is more costly
And well for bedrock RTX, I think it's obvious why they update correctly lol
But yea VVs sky reflections are basically the equivalent of a baked reflection probe lmao
Except with tweaks to update every so often
i figured. gotta support mobile after-all
youāll only find what you want with patch app or betterrenderdragon
if not then youāll have to play with vibrant visual resource packs like luminous dreams or prizma visuals instead
Some pics

Quick question: can water fog actually be removed (or almost removed) in VV mode? (I can't seem to do it with biome fog and water settings, don't know if it's a bug.)
in fog configs
yah I've got an ocean fog file with everything set to max distance, and fog_appearance in the ocean biome points to it.
to debug, I set the fog to red, and it's turning the sides of blocks underwater bright red, as well as the kelp, but none of the bluish water fog that still remains is red.
I know deferred rendering is supposed to have some inherent trouble with transparency, but this much?
lol
max density 
Nope it really is that thick. Water fog density isn't controlled by the fog file either
Water fog is controlled by the particle concentrations in the water file
But even setting them all to 0 doesn't change anything much
Water fog in the fog file changes the color of lighting underwater as you showed above
Cheers, I felt I couldn't see any other options to change the water when camera is immersed - so it is meant to be like that in VV. I assume the uneven block tint will get smoothed out at some stage.
Resource pack name?
my project
custom color grading, custom sun rotation path, custom rayleigh intensity + default vv
default vv looks really nice with aces
100 chunks
I can see only 2 without my glasses

I can see nothing without my contact lenses

Strawberry Realism R2 RTX 512x

I can see 1 blurry chunk if I squint (without my contacts)
Significantly more.
Assuming youāre extremely high up - and itās an extremely clear day. (No clouds etc)
Probably a couple hundred mc chunks.
1 chunk = 16x16 blocks. 1 block = 1 meter.
So 1 chunk is about 16 meters.
At about 100 meters above sea level - the horizon line is around 22 miles out according to google.
100 chunks is 1600 meters. Roughly 0.9 miles.
So 22 miles would be 2200 chunks (Really rough estimate)
And thatās only at 100 blocks above sea level (in-game)ā¦
To be exact, on a flat surface such as ocean humans can see 5km due to the earth's curviture so, 5000 / 16 = 312.5 in real life we should be able to see 312.5 chunks.
As I said āat 100 blocks above sea levelā
Although yeah, the distance decreases or increases significantly based on height.

Early Early Early Teaser
š„
What does each parameter do?
I haven't figured out the effects of log_luminance_range yet but:
- first value controls how bright or dark the overall exposure is. Larger number = darker image smaller number = brighter image. (It's in negatives so -1.0 would be quite dark and -8.0 would be really bright for example)
- The third and fourth value controls how much the light will compensate for bright or dark areas.
- the last three control the speed of adaptation
thanks!
Jingle bell
i thought u just said Jungle bell 

WIP. Creating the rtx resource pack with official minecraft trailer textures.
Making a minecraft trailer, lol
Progress.
hmmmm me likey
Sunset for Taiga
-# i tried much color to get good color for green fog 
Taiga - not sunset, but sunrise
Become RTX banana cat
change to CatRTX - banana
i want to try cubemap settings but i don't notice changes with different values
You should be ray-traced banana cat(((

I am waitingš

I lost my 1.5 year nitro today(
I did it... kinda.
Change to 'Cat (Banana, RTX)' matching Clone (Episode III, Swamp) from LEGO star wars
Yeah, cherry. Had no time to pick a good location :(
Not quite what i was going for but it is interesting
Minecraft RTX
keep it
the end horror theme
The goal is a mostly pale, desaturated End, except for when the light flashes happen where it's just this intense red.
so, the issues here are:
- it's VERY pixelated (which, i guess isn't bad by itself)
- the bottom of the skybox is this bright red by default
but like yeah, it looks quite fun this way, too.
looks great š„
Minecraft RTX

I thought it was a cherry biome for a sec
i have never added that fog to cherry 
only cold taiga own it
It has like pink fog, that I usually see on screenshots made in cherry biome.
Like that, for example. (This is RTX)
white fog + red orange -> that color
The fog u are using is actually good. But unfortunately for me, there is nowhere I can use it(
So what fog are you using for the regular taiga?
(I haven't been working with fogs for a long time tho, maybe I could update them)
only for cold taiga
I understood it, which one you use for the regular (not cold) taiga?
nothing
i can make that fog for regular taiga but i didn't
I have this fog for cold taiga.
I have almost the same fog for frozen plains, but you can see it only in places like this.

Anyway, plains is one of the most favorite biomes. It is just perfect for me.

Can someone help me on this
Huh
Just add the texture link them up and thatās all
@limpid sequoia what fog do you have for this biome?
green
Oh, wow
Uhh, for desert?
I have this one (it is okay that sun is darker then usual, im doing some experiements with it)
pale orange
Well, I have dark orange-yellow. I wanted to make this fog when it's rain time, but sadly, there is no rain in the desert lol.
I wonder why there aren't a lot of bedrock rtx resource packs with wavy plants, round sun/moon, etc. A lot of them try to keep minecraft style in some ways.
I deleted wavy plants from my pack because of atlas issues, where textures started randomly breaking in the game eventually.
Like the half of the texture was okay, and the other half was like a random mer map texture.
Idk if I have a screenshot
I remembered Minecraft 1.16 trailer for one reason, the nether in it was so much better then in the Minecraft imo.
if i gets atlas issue my way is add more texture
I don't even know why this issue happens only in the new worlds. You see, when I joined the one I created before this issue happened, everything was working fine.
So thank you very much, Minecraft bedrock
šæ
i'm not sure
atlas issue only happens to me when deleted some textures
Interesting... I just started minecraft one time and saw this issue happening to me, but I didn't delete any texture before. The fun fact is, as I said, this issue didn't happen in the old worlds.
broooo. installed bRTX now i crash loading a world
Bro, I had this problem even without better RTX on 26.0.23 I think
They also broke global resources loading iirc
I was okay no BRTX.. install iridiscence preset = dead
it being blurred like this is a denoising issue.
tbh reflections on all surfaces in rtx get too much denoising and have any and all details fully destroyed
I hate the thing that we can't actually set custom normal map using a resource pack
left is with tweaked reprojection and extended range on the vanilla rtx water normal and right is vanilla
betterRTX enables this functionality if you wanted to make a custom preset with that enabled
Please keep @ on 
The only thing j don't like about vanilla water is that you can't make it wavy using a resource pack. It isn't customizable enough
default vs tweaked reflection denoising. it really does make a HUGE difference in quality of reflections
(ignore the lighting differences that is unrelated)
I see the difference, but it isn't that big. I can see some changes in glass block material tho
vanilla MC screenshots dont capture RTX
They said they fixed that
the biggest difference is really just how much of the material detail is returned and how much of the blurring is removed
Apparently not lol
Yeah, I understand it
heres a zoom in. you can see how much more normal map detail is preserved from the tweaked denoising.
Yeah. There is difference, but im used to play with default rtx and... idk, im just used to this blurred reflections.
i think some of the glass material differences are from betterRTX stuff
i think theres something that improves transparent materials
cuz the blue glass def looks better and more correct in the betterRTX images
I still love these clouds... Until they start bugging out.
I want to see volumetric clouds in RTX
And yeah. I actually hate RTX default sky.
i still think more tweaking to this could have been done because they definitely could have avoided as much of the detail loss as they did. our solution isnt perfect but it makes quite a sizeable difference. (left is default)
The bottom of the sky is just really dark, the horizon looks bad
its not super doable with good performance. if you wanna get technical tho. rtx's clouds are volumetric
That's why I use custom sky for rtx
Oh, well. I mean I want to see custom shapes of the clouds, because I want more realism.
in order to get custom shapes (and have it run good) we'd need to be able to precompute a noise texture, which isnt super easy to do with rtx. you'd have to force users to have a resource pack on that provides the specific texture the shader would be looking for since you can access custom textures in resource packs from the shader now. but even then if you wanted to brute force it and generate the noise shader side, itll end up being really costly. its just not an easy task
its not impossible, just improbable at this time
the best you can do for custom shaping is to just replace the vanilla mc cloud texture
but it doesnt really change much
Yeah, that's obvious that it is gonna be hard to do that and to have a good performance.
Yeah, but they still we look like flying cubes in the sky.
why i said its not really great for that
And the last thing I don't like is default rtx sky. What do you think about it?
I don't like it
But it's less how the sky looks and more so a problem with RTX itself
I think the sky looks fine when my main issue with it is adressed
Which is that default RTXs auto exposure does not include the sky
Which is why it's so bright on the eyes
As I said before, the only thing I don't like about the sky atm. I use custom sky texture which is more blue, darker, and don't have problems with horizon
That is a bit better. The default sky to me is also too desaturated at times
It is good taht we have ability to change RTX sky, but unfortunately, not by a resource pack.
I don't use brtx really often, so I have created my own preset with ray-leigh sky turned off.
Because if ray-leigh sky is on, it will not display correctly.
Oh
Can you show me how does it look like on daytime?
i patched the sun angle
Beautiful sky
Wip
Not everything is done yet, especially fogs
I still have to watch every Minecraft trailer carefully
I also have to make some experiments with the sun, because the vanilla one is too large and weird
Isn't trial chamber is too dark?
I feel like something's wrong with copper bulb PBR
Oh wait, I think pale garden is also broken in my pack

why is it?
I was experimenting with the fog of this biome, but the endt day I completely forgot about it. I will show you how it looks like (in 10 minutes +-, ig)

I feel like my resource pack is actually ruined. Tons of bugs, broken fog, and more.
Of course, everything can be fixed. Im jus tired of discovering new problems tbh.
fix it
As I know, I only have to fix pape garden, and ocean rn.
Oh, and pbr of textures for custom block models, lol
But, honestly, I want to work with other projects rn. So I think, I should fix the main things in my pack, and then move to creating others.
why is it so much issues?
- First of all, I become too lazy for some reasons.
- Sometimes I forget to test some things. Of course, there is not small chance that I discover the issue after the new version of the pack is released.
I just don't want to work on things I've already done, that's the problem.
if u lazy why don't do something a little bit
Because I make projects I want to do. But sometimes, they aren't really successful and have problems.
For me it is not really easy to work alone, so that's why there are some things I forgot to fix.
Rn, I try to fix as many issues as I can find in my pack.
That made the latest version of my pack not that broken.
I am focused on fogs, sun and other things right now. (Old screenshot)
And of course, I work on other projects.
I am going to call this pack "Trailer dreams", port it to vv too. I feel it can be more successful then other packs I have.
And yes... that will be the first time I work with vv.
i have never confident at my projects because ik anything made by human never be perfect
But firstly, I want to finally fix the main issues in this pack.
and that's fine
try a little bit until u feel happy with it
i also doing that it until i smile that's mean "it's fine" because of "Dopamine Hit"
I will fix it now, because why not
idk, seemed fine for me. that was betterRTX too
Oh, I haven't been using brtx for month or more iirc
@limpid sequoia Rate it pls š


what?
-10?! š
yeah ofc!

Go touch some 
i prefer touch my eggplant than it
WHAAAT

We saw everything.
K
lmao
For me grass blocks look a paperboard, and trees look like they were made using some sort of Roblox material. It looks more strange then realistic for me.
Like, what is that tree with white log? We don't have this type of trees in Minecraft.
why don't you try to make anything better than that when u don't have anything better than?
I have the right to criticize something.
I have the similar project, rtx pack with realistic textures and models. Unfortunately, it is paused rn.
Some projects requires less time to be done. That's why I don't have the similar pack released.
make the texture so that it connects, because it really looks like the texture doesn't match
R u talking about grass blocks?
fxaa.
i use reshade just for it because taau in vv is extremely blurry. (why did you zoom lol)
It's crazy how much just even the simplest of AA helps at native

BoB
Sometimes RTX just looks so perfect for me

ertiex shader
rtex shadar šæ
The reference you see is that the water is flat, you can improve it with ray tracing or a custom ray tracing shader, and don't forget to make mer on the water
RTX water material is not standart. You can't just use mer on it.
It is possible to make it reflective, but not using mer maps
fr
That's not vv
I suppose you could technically make the water rough, by using very high resolution normal maps.
W RTX lava.
early sunrise
hold up i have a better one (but private)
my competitive drive has been through the roof these days, no idea why. but it's a shame I can't come up with anything fresh to show for it
btw quick question how to add custom skybox for vibrant visual?
java? Crackers is the best. just needs to get updated 1.21+
My ss is Bedrock decayed reality v2. just released a few days ago. its basically perfect except no bowels atm.
absolute bedrock
nice. hard to say whats better - but id put my $ on decayedv2. full VV support, 1:1 mc:sm witherstorm animations + items etc. RTX support broke on v2 but should get fixed.
does anyone have the vanilla MERS texture pack?
Check the vanilla packs
Downloadable from: https://github.com/Mojang/bedrock-samples/releases
bedrock.dev archive: https://bedrock.dev/packs
GitHub (RP & BP) : https://github.com/bedrock-dot-dev/packs
Example particles: https://aka.ms/MCParticlesPack
Java Edition's Vanilla Packs: https://mcasset.cloud/
Oke thanks
so a color value of #000000 just makes pixels look like glass?
Try (255, 0, 0)
Wdym?
Im looking at the tga file for the mers and I see a blank textures
But it seems like the rgbs values are all in the foreground
Which idk how to view
Your editor might have fucked it up
Im using gimp š
If you colour pickwhat do you get? Can we see a screenshot?
Unfortunately, (if we are talking about rtx), that's not possible only with a resource pack.
is it possible to add custom skybox to vibrant visual pack?
Yes
Strawberry Realism
It works like vanilla does. VV also has cubemap customization parameters.
Idk how they work cuz I don't use them but
You can adjust how fog and lighting works with them and whatnot
Oh also
VV supports HDRI images
But you need to convert them into a 6 sided cubemap
HDRIs tho used to be way too bright for use but with the new parameters I think it'll be very useable now
However, vv is another Mojang's tool to make money.
Personally, I would be glad if vv gets deleted
vv should not be deleted. while yes they have sold vv and it does make them more money than rtx probably ever would. VV reaches almost everyone who plays bedrock. its a net positive for all users, even if its visually worse than rtx in some aspects
and its being implemented on java too.
It is a good tool for making minecraft look beautiful, but there is one problem. It is everywhere. Mojang really tries to make me start playing with vv
How is that a problem?
why is it being everywhere an issue? its meant to be the new look of the game
its meant to be the new graphics style of the game to "replace fancy"
of course they want you to use it.
I just have no point.of using it. I usually play on servers. Of course, it is comfortable to pvp with fancy/simple graphics modes. Vv cannot be used oj some servers tho. I also love speedrunning. I need a huge render distance and the big amount of fps, so I also don't really need it. And sometimes I just wanna chill in the modded minecraft world. I wanna get beautiful graphics... of course I use rtx.
by still dont see why vv should be deleted because you can jsut use rtx
Yeah. What you're asking for is so extreme when you could just turn it off
like yes i could just use rtx, but ive generally enjoyed playing the game more with VV on than i have playing the game with rtx on personally
i love using rtx for screenshots and making pbr textures
and its also fun to mess with as a betterRTX dev cuz the code never really changes
but if im playing the game, my own personal vv pack provides a much nicer experience for me
When vv is a cool graphics mode, marketplace is still there. I wanna throw my pc to the window when I see this stupid vv packs ad. I know that's more marketplace problem, bit still, that's anjoying. I create a world with RTX, and see Vv packs ad.
So you just have a marketplace problem. Not a VV problem

The only thing I don't like about rtx is that it is buggy as hell. Broken clouds, flickering chunks, and more.
i dont wanna be that guy but... you could just... ignore it.
Deleting VV just because they advertise pack enhancements is crazy š
We can't use rtx PBR in lots of Minecraft marketplace world (including RTX maps) because of vv. It just makes me sad
Deleting VV won't magically fix that
Yeah, I can, but it is annoying. Im getting annoyed when I see that cool graphics mode becomes a tool of making money.
If RTX were expanded to the same level as VV, I guarantee they would do the same thing
The things are already broken, Mojang, of course, refuse to fix that.
i am slightly upset that this is an issue cuz i used to use Hermitcraft IX for visual showcases and the map doesnt get pbr anymore. but i got an external download of Hermitcraft X which has been an incredible map for visual testing
Well, at this point, Mojang doesn't know a lot about rtx engine. So that's a project that is going to start dying in the future. Well, its already dying tho.
even been using it to test my java shader.
In fact, weren't they planning on selling texture packs for SDGP?
Yeah I think so
im pretty sure sdgp was a paid dlc
unless im misremembering
Even worse š
Oh well, I forgot that default rtx water is a broken trash.
yeah, what we ended up getting is the best option.
SDGP was going to be a paid DLC, RTX is limited in terms of which platforms it's available on
VV is available almost everywhere, and maintains the minecraft visual style much better.
and is free to use
yeah
say what you want about the default config, some love it, some say its complete garbage. but its still better than how it could have ended up
it is currently missing stuff RTX has, and isn't as customizable on console as SDGP would have been
but even with that, it's the ideal approach to this.
i think RTX would make sense eventually, but that'd need major improvements and would only be able to happen once most of the playerbase is on RTX capable hardware.
Things can be done now, but that requires some corporate will
i mean it was meant to be added to consoles. which wouldve been huge.
but the consoles actually running it is a different story
i mean the leaked xbox build apparently wasnt that great performance wise
tbh i think they could have done it but idk how well it'd work on XSS and switch 2.
the switch 2?
i mean, it is a current gen system is it not
it has rt functionality but
it's gonna get a minecraft version eventually.
i doubt it could run mcrtx
xss struggled to get 30fps on the leaked build afaik
even just the VV functionality of the editor
We would need file explorer access
The current way to make VV packs requires that
yeah but to be fair, that build was also unfinished. If it was finished they'd have made it avaiable in preview at least.
VV also ran much worse initially.
rtx is unfinished even on pc 
like, i struggled to get a stable framerate with early deferred rendering on XSS
but now it generally runs fine
not great (mojang lower the target resolution already)
but not bad either
oh early vv ran like hot buns
its much improved now
it can and should still be way better
yeah. So why couldn't the same improvements happen with rtx?
if they did a redo of rtx it would be way better than what we got. we have things like Re-Stir now which didnt exist when rtx was in dev. we also have stuff like ray reconstruction and so many better acceleration structures compared to 2020
a modern mcrtx if it actually got proper dev time would go crazy im sure
but the rtx we got is, especially compared to other games, quite dissapointing
but also to cut it just a minisucle amount of slack. mc was one of the first games to do full path tracing in real time
water for example is so ugly. not because its flat no. i dont hate that its flat
its that not only does it look and feel like a sheet of glass, the reflections are blurry and look like plastic
VVs water is much more visually appealing imo
yeah they rushed it because it was a nvidia promotion
no thats not why
no? Would Mojang still have done it that early without nvidia promotion?
from what we were told by an ex dev, they had a one year deadline to produce a fully raytraced graphics mode with nvidias help. then some devs left the studio and management refused to backfill with new devs
well yeah that's another issue
but like, if they had waited with RTX and did it when they knew they could rather than doing it because of an nvidia promotion
maybe they'd have given it a longer amount of time and could actually implement all of that
I wonder when they'll return to rtx
probably never
i feel like they will.
probably not in the near future
but i feel like there's a chance they eventually decide there's potential there and everyone will be playing on capable enough hardware.
would it be possible for rtx to do the same pixelated shadows as VV has?
yes
madlad did it
with betterRTX
pixelated reflections, gi and bloom too
only thing they didnt get working was pixelated refraction
so yeah, they could still maintain the VV style but using RTX to make stuff look better.
so i think, maybe 2030, maybe 2035, but it will happen eventually.
for now hopefully we get more VV improvements.
now we have point lights and static light, we just need light colour changing through coloured transparent blocks (stained glass, ice) and then we can get a drop dedicated entirely to colored lighting. (at least, once java also gets it. But given that it's been done by a lot of shaders at this point with minimal performance cost, i think Mojang could also do it)
once consoles can better handle ray tracing - maybe. Then there will be more reason for it.
although its still super unlikely. RTX works. why fix what isn't broken
Nah, pixelated shadows will ruin rtx
Because rtx IS broken.
Clouds are bugging out, end portal material doesn't work properly, chunks are flickering...
Noo. I don't think mojang should make drop that only improves vv features.
I mean, i think the features could still be useful for everyone, but primarily focused on VV
I don't see them attempting to match VV development time frame on Bedrock and Java
Like, my idea for it is a new coloured light source, and a new coloured transparent block (ideally coloured ice), maybe some new reflective block too.
That's still good without VV, but it's clearly a VV-focused feature set.
Like what? Rtx shouldn't have vv style imo.
I replied to the last thing you said
Not the earlier one.
But in terms of that, i think RTX should have as much control for creators as VV.
Augh, didn't see that
That's not the reason to create the drop connected only to vv tho. Some players will get Minecraft updates, and seing nothing new.
They'd still get decorative blocks
They wouldn't look as good as with VV but would surely have some use.
(Which were made for vv users
)
Lol waiting 3 month to get some decorative blocks is insane
End update will be more useful at this point
I want an end update and a new dimension update but for a small drop, i want something that lets me really make use of colored lighting
And that adds more colorful decorative blocks currently missing.
Could also add concrete slabs and stairs for example
Rtx users - 
Default graphics users - š
Vv users - 
VV is the intended default look for the game now. Future updates will look far better with VV than without it. Might as well improve it as much as possible.
Like, pale garden looks so much better with VV
Same with the End Update, VV makes it look so much better
Minecraft never got the entire update for the graphics mode, so lucky, that's not gonna happen.
Well yeah, i'm not suggesting one that's just for VV only. As i said, i want a drop that adds decorative blocks that'd already be good without VV, but that also make use of VV's colored lighting.
Isn't that good enough?
So, not only vv...
Well yeah but you need an RP for this. VV makes the pale garden look good in vanilla
Rtx was not designed to be one of the "main" graphics modes. Rtx also has vanilla pbr and volumetric fogs. This is a tool for creators to make the lightning looks insane. That's what I am talking about. I never use vv, so as the rtc user I am going to wait for 3 months to get some decorative blocks tho, am not I?
Well if something is made with the intention of being used for VV, it can be used in RTX if not better than VV handles it
For example, pout mentioned colored ice
That would be nuts in raytracing
Game drops should bring us new biomes, entities and just more content to make Minecraft world better. But not tons of decorations that I will not use, and some graphical changes I will never see. That's I am talking about
Assuming it's not packed ice and it's transparent ice, with some clever normalmap usage you could do some nutty things with refraction
Or blocks that are meant to be used for colored lighting, again that would end up being way better in RTX. It wouldn't be a "only works in VV" thing lol
01:39 for me, why am I not sleepingš
only issue I noticed was clouds flickering & end portal being pure black. those aren't major issues & clouds aren't always like that.
However i do not believe an update should be focused on vv exclusively. What would that do for Java
Cool new deco blocks that they cant use to their fullest extent.
I mean yea Java has its own shaders that could probably utilize the blocks but majority of Java players don't use shaders or even mod the game despite what you see online
Clouds bug happens whenever I fly or move. This makes me annoyed. Also, chunks are flickering whenever they update. Visual effects (particles, for example), don't work properly too. Player names are not displaying.
There are a lot of stuff that should be fixed
But it's not
Sometimes rtx looks perfect, but in reality, its not(
Oh, and one of the most annoying bugs for me. Block breaking texture is also flickering, becoming emissive or reflective. It doesn't render correctly. Ahh.
And yes, we are not talking about new features (for example, entity pbr support) that should be 100% added to rtx.
01:47 for me, I'm gonna sleep, good night
Just because you won't use them doesn't mean that every other player won't use them or like them. Not everything that mojang add is going to fit everyone's opions and wants.
it's better than u not take care of it!
Is there any way to get the end portal texture onto a particle/entity/block?
i read that it's a shader, but couldn't find any shader tutorials
I mean, i'm assuming if they were to do this, they'd add colored lighting to java, too.
Even if playersdon't use things that game drops add, they will see changes. For example: if you don't use happy ghast, you'll see dried ghasts in the nether, or get a new music disk when kill a ghast with its fireball. If the game drop will only add some changes connectetd only to vv, players (especially on java edition) will just see nothing new while exploring their world.
That's why adding new vv feautres shouldn't be a topic for he entire game drop or even a version.
Night
They never are though, pout was talking about adding features like glowing ice that can be used as a decorative block in the normal game and have other purposes. When the game gets an update it's never only about VV and it never will be, because mojang tries to cater to their entire playerbase not just a minority
So, that I was taking about. I said we shouldn't have a game drop taht only improves vv.
Well yeah. It'd improve VV by adding things that improve the game in general.
But that have specific benefits with VV such as making use of colored lighting
Look at froglights. They're good without VV. But they're especially great with the new colored lighting in VV.
But they look even better with rtx tho.
So yeah, new things can basically be improvement for graphics modes at some point.
Yeah
I just want more colorful lights to use for my builds
And more colorful transparent blocks
As right now we only have stained glass, while for opaque blocks you have wool, stained clay, concrete, concrete powder, glazed terracotta
VV runs like poo on my pc š yet rtx i get 60-90fps.
I made the things i was talking about earlier. As you can see, they'd still be useful without VV, but would just be way better for when you are using it.
Well, it's just like
Simple < Fancy < VV < RTX
Flash Bang!!
That looks beautiful
I made some blocks like those green tubes recently lol
fr
need fix your fog
Nah it's fine
Yk I just thought of something and I'm surprised it's actually never been brought up at all (or maybe it has and I just don't remember)
We have fog height scaling with max_density_height and zero_density_height
What about a fog_start_height
So fog will only begin accumulating above that start height
So for example if you wanted to start fog at y-76 anything below Y-76 wouldn't have any fog at all
This would work a lot better if fog was blending in world space rather than player space like the water fog is. Cuz then you could see fog accumulating at the tips of mountains and stuff with this
Cuz the water fog doesn't need you to be in the biome for it to transition
So if that could somehow be done with the volumetrics, it could honestly be be very revolutionary
Maybe I'm underestimating potential performance costs
oh that would be cool
You could flip the density gradient and have fog start at certain height and extend to infinity upwards
Iirc
Strawberry Realism R1 2048x with D5 Render
colored lights

Idk
Mine was bedrock but performance really tanks
I THINK using lots of cubes in Blender to simulate the effect of ocean waves, converting the model into a solid entity, and then viewing it in-game with VV or RTX may not yield particularly good results.
āSpamā is a crazy statement.
Also only the last 4 WitherStorm images are from Java. š
Figured Iād pop out the real Mod instead of the bedrock rip-offs for a min.
Bedrock rip offs is crazy when the entire concept isnāt really owned
Where do u think the witherstorm mod came from. Its not like thereās a story that has the witherstorm or something
Every Bedrock WitherStorm mod - tries copying or is a direct copy of CWSM.
The original Java mod.
On top of this - the only Java mod that is good and popular of the Wither Storm - is Crackers.
So yeah, Rip-offs.
Decayed reality isnāt a direct rip-off of CWSM anymore - however it still uses a ton of its ported assets.
Literally Crackers. šš
the MOB came from the (storymode)game/show, obviously.
But nobody else brought it to the (main) game.
Im not going to argue but please define rip off
Oh, wow - the literal meaning doesnāt quite fit.
Sorry - is LOW quality - Shitty ports a better term?
If u say shitty ports then u can take that
? š
Shitty ports.
None of the actual CWSM team worked on the ports.
None of the ports work nearly as good.
Okay
Rayss
Please leave your feedback on Coloured Static Lighting and Point Lights here: https://discord.com/channels/523663022053392405/1458511788776755312
auto exposure data driven yet?
no static lights on playstation

although the point-lights seem massively optimized?
although acting weird
probably never?
I think they just need to fix too strong AE, besides itās being strong itās fine imo
Ssao when
Gi when on VV
Never
i think shadow quality slider control distance too
never
oh does it? I couldnāt see any change tho
there is a new parameterš
in deferred lighting config too
at least it used to
This one afaik isnt new to this oreview, the frustrum was.

key framed skylight goes insane. you don't know how much of a difference this has made for me :p
im gonna work on tweaking things to be nicer
this helps clouds at night so much too
A before/after comparison would be great
i can go over to latest release and show off as best as possible
actually no lemme just set it to one frame at the same intensity i was using before
previous with a fixed skylight vs keyframed (night specifically)
So the shadows are darker






