#Graphics General

1 messages · Page 36 of 1

wise hinge
willow needle
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Oak planks with realistic style

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this texture 2048x btw

limpid sequoia
rancid seal
limpid sequoia
tribal trail
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rtx?

limpid sequoia
rancid seal
tribal trail
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grass is broken in rtx?

limpid sequoia
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i dunno what's wrong with rtex in stable version

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or just my skill issues

rancid seal
rancid seal
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So grass looks kinda weird.

rancid seal
tribal trail
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OOOH

rancid seal
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Why Minecraft RTX sky isn't something like that

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It looks so much better than default one

tribal trail
rancid seal
# tribal trail that horizon is a bit too white

Im pretty sure there are people in Mojang that are more creative than me, but even the simple thing as the sky doesn't look that beautiful.

And this thing without this a bit too white horizon

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There is a bright stripe left in the sky, because I need to work on night fragment of the sky

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This is where this stripe from

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Idk it looks not bad

quick nymph
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In the actual game it doesn't look as good though, it's very bright

quick beacon
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Sunset

iron moon
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Lol

rancid seal
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I can send you a texture if you want to do some experiments

quick nymph
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That's awesome! And nah I don't really do rtx that much or VV tbh

sonic canopy
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Is it just me or is official minecraft server doesn't have any channels anymore?

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This is all I see

tribal trail
sonic canopy
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Nvm it's maintenance, should've read the announcements channel

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Maybe they will finally allow me to post images in #renders-and-shaders🤞

pale urchin
silent zealot
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We are not cooking.

willow needle
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Planks dark oak & dark oak door with realistic stylized theme

languid mirage
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fat L

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damn, I thought glass would win

scarlet gust
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I think glass will win though

limpid sequoia
limpid sequoia
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rtex @blazing whale

earnest sierra
rancid seal
limpid sequoia
rancid seal
limpid sequoia
quick nymph
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Ngl those cameras are so boring, it works well for like the first 10 sec but then it's just too linear and not very interesting

limpid sequoia
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just for fun because i'm not interested in ray at all

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i only interested in vv

wise hinge
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I'm interested in tracing

quasi trench
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even stencil tracing?

wise hinge
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yes

limpid sequoia
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i dunno why is it point light not static light

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deceased something wrong?

wise hinge
# limpid sequoia

see if folder name(local_lighting), file name (local_lighting.json), format version(1.21.120), and light type is correct

limpid sequoia
#

but it doesn't work

wise hinge
limpid sequoia
wise hinge
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I found no issue with that json :p

quick nymph
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Also are there any errors on the console?

limpid sequoia
limpid sequoia
quick nymph
silent zealot
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poll_question_text

Out of curiosity, which is a higher priority for you?

victor_answer_votes

7

total_votes

14

limpid sequoia
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i'll try to turn off Point Light option

wise hinge
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it looks like your json is ignored

limpid sequoia
wise hinge
limpid sequoia
wise hinge
limpid sequoia
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i imported it 2 times already

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but it's still like this

wise hinge
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I couldn't replicate the issue with your config

rancid seal
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Need to fix this stupid grass

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And I don't think villages look like this after 1.14 lol

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I think i kinda fixed short grass

blazing whale
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🗿

limpid sequoia
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🗿

still zenith
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@pale urchin moving convo to here

pale urchin
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Hi

still zenith
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If weather is on its way, does that mean you're closer to adding static lighting to volumetric fog?
We have to move some things to the GPU first. It's on the roadmap though. Static light in the fog looks soooooo good.

pale urchin
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Unless you decide to give each individual particle the light colour on the CPU side xD

sonic canopy
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It could be a 2d texture generated on the CPU. Terrain occlusion and lighting of rain particles is already being handled like that

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via a 2d texture that stores terrain height map and surface light level

pale urchin
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I guess that would work, but it would be a pretty crude approximation. What about a scenario where you have a tower lit by torches? That wouldn't play so nicely

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Since they're working on volumetric fog lighting, wouldn't it make sense to use the same technology on weather?

sonic canopy
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True, didn't think about that case

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GPU static light propagation would be so epic tho. Very powerful feature to exploit in custom shaders as well 👁️

white willow
quick nymph
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Please say yes, that is the most needed customisation for VV

still zenith
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No customization for weather itself I'm afraid. Just adding support for the block light feature.

white willow
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Ah man

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Alright

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Rainbows in VV possibly sometime??? 🥹

tribal trail
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My dream next to chromatic aberration and DOF

white willow
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I used to be a chromatic aberration hater but

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I've been messing with it in betterRTX

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It's kinda nice when really weak

tribal trail
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I really love that effect

pale urchin
quick nymph
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DoF makes for great screenshots so does chromatic aberration but I don't like playing with dof

white willow
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It's super subtle here but it's nice

quick nymph
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I literally cannot see it

white willow
quick nymph
white willow
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Want to note it's only chromatic aberration

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There's no DOF

quick nymph
white willow
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I don't like CA very strong. It's just a neat edge distortion effect here

sonic canopy
quick nymph
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Yeah, personally I prefer slightly more but it's nice when it's subtle

white willow
sonic canopy
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Hm, interesting

white willow
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Yea it's pretty neat

white willow
quick nymph
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Yeah, again it's one I like for screenshots but not to play with that much

white willow
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I have it set for gameplay

tribal trail
white willow
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But if I'm doing a cinematic DOF preset I like it with stronger CA, makes it feel more like a camera photo

quick nymph
white willow
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Nah not really it could be way softer

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I've tried stronger than what I have by just a value of 0.002 and it ended up being too agressive tbh

pale urchin
white willow
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It's really sensitive

pale urchin
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You guys need glasses 😛

quick nymph
white willow
quick nymph
rancid seal
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pws say we are about to get 1 bug fix for rtx

rancid seal
rancid seal
silent zealot
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What does weather customisation in of itself mean to people?

tribal trail
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So exposing these

silent zealot
proven hemlock
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The team is aware of some of the recent and top RTX issues and regressions flagged here and in JIRA (there was a recent post summarizing some of the most impactful ones - thank you!). No concrete ETAs on them at this time but appreciate the patience as we work through them!

white willow
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Yay! Biggest hope for a fix is to the chunk flickering when placing blocks

sonic canopy
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Would be really cool if chunk corruption due to large rendering distances was also fixed

white willow
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That too

quick beacon
white willow
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An official fix to the cloud rendering would be nice as well

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Which afaik the fix we did in betterRTX revolved around recalculating normals for them off the geometry normal

limpid sequoia
blazing whale
limpid sequoia
sonic canopy
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Thank You!!!

limpid sequoia
#

so what does it mean?

silent zealot
limpid sequoia
willow needle
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Custom realistic emerald block with Vibrant Visuals

willow needle
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with ray tracing

white willow
willow needle
scarlet gust
languid mirage
#

Kinda wild

scarlet gust
# willow needle with ray tracing

Maybe add a roughness map (the last 2 hexadecimal values of each pixel in the MER map control the roughness). I found this example image online that really shows how much of a difference a roughness map adds

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Not exactly sure about the lighting in these images though. The point lights could really use some diffusion

limpid sequoia
scarlet gust
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Looks like they probably used the AgMax tonemapper

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Great use of multi bounce specular rays in the reflections

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And by the way I just realized this comparison isn't a good direct comparison because the exposure is different in each render. Multiple variables were changed per render

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But you get the idea. Add a roughness map

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But don't make it too rough. Just a little bit rough

rancid seal
languid mirage
rancid seal
languid mirage
#

😂

languid mirage
rancid seal
#

Lemme read it rq

scarlet gust
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Hey @rancid seal I also hate VV because the tonemapper is diabolical but I'm currently working on a mod that will fix the tonemapping issues

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Imo that's the biggest issue with VV

rancid seal
rancid seal
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I will change my nickname at this point

languid mirage
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Lmao

rancid seal
rancid seal
rancid seal
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If RTX PBR is going to be fixed, ill stop hating vv as well!

blazing whale
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🗿

limpid sequoia
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latest preview

blazing whale
quick nymph
limpid sequoia
#

before and before

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i have just tried modify internal config

wise hinge
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after and after

limpid sequoia
quick nymph
# limpid sequoia

Spot the difference:
One sheep changed colour and moved
The other sheep shapeshifted into a pig and teleported

blazing whale
limpid sequoia
quick beacon
rancid seal
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I really love minecraft because it gives ability to use so many creative ways to make things that feels impossible to do.

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For example - let's get back to RTX

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Glowing entities - possible

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Reflective entities - possible

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And this is made using a resource pack, so this is completely default RTX.

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And more stuff can be done with modifications like Better RTX

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I didn't find a way of making entities metallic tho.

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Glowing and reflections are a hard thing if you don't have entity PBR in RTX

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I wonder how many those creatives ways aren't discovered at the moment...

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Still have nothing to do with items

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Because I have almost full controll of entity displaying with a resource pack. Items are out of limits.

sonic canopy
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Items can use the same rendering as entities, by using something called attachables btw. It allows you to replace 3D model of an item with a model of an entity, with all the fancy materials, so theoretically your entity PBR can be applied to items as well

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There are some limits tho, like you can't use render controller fields like light_color_multiplier, so making them emissive will be trickier

rancid seal
sonic canopy
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Yes, attachables have the same rendering customization as entities, with the only exception that light_color_multiplier, overlay_color and other similar fields in render controllers don't work

rancid seal
rancid seal
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@sonic canopy do you know how to work with those custom item models? The best I got is that the item becomes completely invisible. I also get 0 errors in console lol, textures, materials and render controllers - all seems to be fine

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LIke I have nothing

sonic canopy
#

Vanilla uses attachables for certain items such as a bow, I can recommend copying a vanilla attachable first, and then slowly modifying it into your own item, that way you can catch exactly when and what goes wrong that causes this issue

rancid seal
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I've already spent an hour trying to discover what I did wrong. By the way, the same situation happened to me when I was first working with entities. My custom entity was always invisible, and I don't remember what was the problem. The only thing I know is that I've managed to fix this thing. So, I hope the same situation is going to happen with items lol

rancid seal
limpid sequoia
rancid seal
#

Well, it looks like I did it. It would be actually better if there was a way to use "light_color_multiplyer" for items.

limpid sequoia
rancid seal
quick nymph
limpid sequoia
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because of that's sunset time

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and my lighting colour is red-orange

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and the main reason is my phone using Display P3 so the colour would be oversaturate on another monitors

quick nymph
limpid sequoia
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and yes there are so many difference monitor so i can't make the colour to fit them at all

quick nymph
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My phone has full dci-p3 as well as srgb/rec 709 to a 0.5 average error, so how is it red on my phone if you have dci-p3 as well?

limpid sequoia
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i'll check on my pc later

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okay, the issue come from my colour grading

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i set saturation at 1.2

quick nymph
blazing whale
quick nymph
blazing whale
quick nymph
#

Yeah, could be

tribal trail
quick nymph
sonic canopy
quick nymph
quick nymph
limpid sequoia
#

i set 1.2

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but for mesa it should be 1.1 or 1.04

blazing whale
limpid sequoia
limpid sequoia
#

still best changelog ever thanos_smile

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i set higher gamma

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@quick nymph sorry for ping, how is it now?

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i used to set gamma at 100

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so i increased it higher

rancid seal
willow needle
limpid sequoia
quick nymph
quick nymph
limpid sequoia
wise hinge
limpid sequoia
willow needle
#

Iron block

willow needle
silk badge
limpid sequoia
silk badge
#

My world with 30 addons in it is suddenly just disabling use of vibrant visuals

#

Kill me

limpid sequoia
tropic rampart
silk badge
#

I have no idea what it is either void_cat

tropic rampart
#

as like, VV works fine by default. The game by default still has a sun. It has default values for things, etc.

silk badge
#

Ive checked the main suspects

tropic rampart
#

it looks a little odd in unsupported packs but not so bad that you can't reasonably use it

silk badge
#

Nothing

tropic rampart
#

especially for add-ons/texture packs it should just be like "yeah cool its unsupported idc run it anyway"

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let me use classic textures with VV, Mojang!

white willow
#

if anyone is curious why SSAO is a common want

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ssao vs vanilla ao

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mojang would definitely know how to basically remove noise from the AO unlike me who is still learning

limpid sequoia
limpid sequoia
rancid seal
quick beacon
wise hinge
tribal trail
#

Idk I think it’s good it works that way

tropic rampart
tribal trail
#

Because if not for that most packs/addons wouldn’t get proper vv support

tropic rampart
#

i guess that's also kind of just a marketplace issue.

#

no "last updated" tag, no requirement for packs to recieve updates which means a lot of stuff there is just outdated. Including the official "by Minecraft" packs.

quick beacon
rancid seal
#

I need SSS in RTX

quick beacon
#

I might be insane but I feel like SSS in VV is a bit weak?

limpid sequoia
wise hinge
wise hinge
wise hinge
#

photon's really good sss

quick beacon
#

Yeah- SSS looks so good but it's such a shame in VV it's not as strong :<

#

I think it would've been cool if they gave us the ability to mess with SSS via JSON or something

quick beacon
tribal trail
tribal trail
tribal trail
#

thats not great imo

limpid sequoia
quick nymph
rancid seal
#

WIP - trailer nether.

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Pbr is not ready yet

rancid seal
rancid seal
#

Minecraft but trailer but RTX

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And this

blazing whale
#

Ertiex seder @limpid sequoia

limpid sequoia
long ruin
#

way twacing

silk badge
#

It was my bouquet addon

#

The problem is

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Idk why the fuck its doing that

quasi trench
#

the trailer texturepack is the sauce

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i wish they had something like that officially

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even if it’s on the marketplace

rancid seal
#

Also, I think I need to work with fogs

quasi trench
#

but does it include mobs and items and so on

rancid seal
quasi trench
#

yeah as i figured you’d have to do

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a real official pack would be good

rancid seal
#

And if I won't be lazy, I will also improve animations, because mobs in trailer are so much better then in vanilla

rancid seal
#

Lush caves with trailer style ig

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More blue light

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My fog & Trailer.

quick nymph
# rancid seal My fog & Trailer.

Looks very close to the real thing, I would say your fog is a bit darker than the trailer fog which is more of a light blue / cyan

rancid seal
#

Re-creating in progress

wise hinge
limpid sequoia
#

:doggy_smurk:

blazing whale
#

🗿

limpid sequoia
scarlet gust
long ruin
wise hinge
limpid sequoia
wise hinge
#

a lot of cats here

earnest sierra
limpid sequoia
long ruin
#

car

gaunt hatch
#

How do I make mobs and blocks glow in vibrant visuals like endermen and spiders??

silk badge
astral hatchBOT
silent zealot
rancid seal
#

Bro have stolen "truly RTX lover" from my nickname 😭

languid mirage
#

😂

willow needle
#

Oak trapdoor 2048x with Better RTX

limpid sequoia
limpid sequoia
willow needle
limpid sequoia
scarlet gust
limpid sequoia
limpid sequoia
rancid seal
#

Torch glowing as an item

silk badge
#

Anyone notice bubbling water producing a blue lagging shadow that awkwardly lags behind it when you view it from different angles

gaunt hatch
#

so, I don't know what I did I think I imported a mer file into my bridge file and my resource pack doesn't import correctly now. Even after trying to undo all the changes I made resource wise the pack still fails to import

willow needle
#

Cherry trapdoor

limpid sequoia
rancid seal
#

@limpid sequoia I finally fixed grass!

lethal goblet
#

hi , does someones achieve to use custom cubemap ? I don't really know what is it because I don't notice a change when I use it

limpid sequoia
#

i'm scared about that grass

limpid sequoia
rancid seal
#

100% default RTX

wind pollen
rancid seal
#

Default RTX is kinda cool

limpid sequoia
tribal trail
limpid sequoia
rancid seal
quick nymph
tribal trail
rancid seal
quick nymph
limpid sequoia
#

now try to make VV be like that

rancid seal
#

The same thing happens with a lot of stuff in my pack

limpid sequoia
rancid seal
tribal trail
#

ngl it doesn't look great even with rtx

rancid seal
#

My blue sky doesn't work in vv 😭

tribal trail
#

because you have to make atmospheric config

rancid seal
tribal trail
rancid seal
#

What te heck happend to clouds

tribal trail
rancid seal
#

Didn't know that

#

Those are bugged out sides

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And this is bugged bottom of the sky

sonic canopy
limpid sequoia
rancid seal
tribal trail
#

that is diabolical

tribal trail
rancid seal
tribal trail
limpid sequoia
sonic canopy
rancid seal
# sonic canopy What if people wanted to use your pack with VV for some reason. PBR system is th...
  1. This pack is made for ray-traced graphics mode. The goal of replacing vv sun texture was not to make people not use my pack, but to warn people they are using wrong graphics mode. Although, isn't that obvious that if there is "RTX" in the name of the pack, that it is not for vv?
  2. Even if I didn't do that, a lot of stuff in my pack will look wrong with vv, and you can't get relaxing gameplay as you could in RTX.
sonic canopy
#

I use RTX packs for VV. Just haven't bothered getting proper VV packs, RTX ones work just fine

rancid seal
sonic canopy
#

There are molang queries that you can use to detect when RTX is enabled, and only then activate rendering that may not work in other graphics modes

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Not saying that you have to, just saying that you could do that if you wanted to, fixing entity and item rendering for other graphics modes is possible and not difficult to implement

rancid seal
#

I am not fixing my resource pack for every othher graphics mode tho.

sonic canopy
#

Personally, I would like to see VV and RTX coexist together. Having packs and add-ons that work in all graphics modes. Ofc, when making Fancy, RTX or VV specific pack, you do have to prioritise one over the others, but at least some level of compatibility can still be achieved, just so that the game is not as broken if u temporarily switch graphics modes. Just my opinion tho.

sonic canopy
sonic canopy
rancid seal
rancid seal
sonic canopy
#

Yeah, ig mojang needs to fix this before that would be possible

limpid sequoia
blazing whale
limpid sequoia
limpid sequoia
rancid seal
pale urchin
#

Nobody likes the hay bale shape here

rancid seal
#

No. I like.

blazing whale
rancid seal
#

:3

blazing whale
#

@limpid sequoia

limpid sequoia
limpid sequoia
limpid sequoia
blazing whale
#

Lol

tropic rampart
#

your punishment for this crime:

#

hay fever.

quick nymph
rancid seal
#

I fixed crops

#

I didn't knew there was a way to make rtx sky like more blue, idk, using a resource pack in rtx

gaunt hatch
#

What can I do about this error? The addon just doesn't import after I add a new mer texture or texture set

quick nymph
gaunt hatch
#

Im just thugging it out

#

How do I make something look rough? I know roughness maps are blue but when I load in game the mob is glowing without me touching the emissive layer

scarlet gust
gaunt hatch
scarlet gust
willow needle
#

Copper block

white willow
#

The important information is what is on each color channel individually

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So if you just make a blue image, there's gonna be some green in there

#

I have a video on PBR in VV that I posted somewhere here that may be helpful

gaunt hatch
#

How do I prevent 2d planes zfighting for vibrant visuals??

silent zealot
#

That seems like a generic texture issue tbh.

gaunt hatch
#

Normally I leave one side blank because that's what normally fixes zfighting for me, but it comes back once vibrant visuals is turned on

limpid sequoia
rancid seal
rancid seal
# willow needle Copper block

I feel like something is wrong with mer map. I think it doesn't fit or something like that tbh. For me, it looks like some kind of smooth stone, I don't know

scarlet gust
#

And they also made it too metallic

rancid seal
#

Because you can't make things reflective without low roughness.

But roughness is also too low

rancid seal
willow needle
#

Later I will also try with a rougher surface texture via normalmap

wind pollen
rancid seal
wise hinge
#

snell's window aw

limpid sequoia
blazing whale
wise hinge
#

yea only when you see the clouds

#

Besides that, overall performance is insane

limpid sequoia
quasi trench
white willow
rancid seal
gaunt hatch
#

How can I make particles glow in vibrant visuals??

silent zealot
gaunt hatch
# silent zealot Give the textures a mer file.

oh, now that I think of it my question was pretty dumb. I was just confused because I use blockbench to make an MER as template and then I edit it but I wasn't seeing the option for particle textures so I guess I have to do it myself

limpid sequoia
limpid sequoia
#

i made MERs for particles too

blazing whale
limpid sequoia
willow needle
#

exposed copper

gaunt hatch
#

do vanilla items have mer files for vibrant visuals??

silent zealot
gaunt hatch
#

Ima take that as a fat yes 😭

willow needle
#

all variant for copper blocks done

wise hinge
languid mirage
#

VV water stull needs so much work

rancid seal
#

(But I love RTX)

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Even when there is no entity or item entity pbr

rancid seal
#

And cool looking end

wind pollen
rancid seal
limpid sequoia
languid mirage
#

Fancy, VV, RTX

rancid seal
languid mirage
#

VV vs RTX

again.

#

shaded glow berry vines actually look so much better

#

RTX has so much more depth.

rancid seal
#

I love RTX

wind pollen
# languid mirage

Its a good thing that VV has colored lighting, but RTX with GI is just stunning.

tribal trail
rancid seal
#

Reflective iron golems again

#

This one is WIP, so you can see some parts of model lookin weird

rancid seal
#

Even if it isn't that good

tribal trail
rancid seal
tribal trail
#

the best is having full entity pbr

rancid seal
#

Can't do anything with stripess

tribal trail
#

i think with better local light config it could look better

rancid seal
#

Progress

limpid sequoia
gaunt hatch
rancid seal
#

More reflection, more

safe urchin
#

hardware ray tracing on minecraft java, radiance mod

languid mirage
rancid seal
#

Almost ready

tribal trail
#

what the banana

sonic canopy
# rancid seal Almost ready

That's so cool. I'm guessing it relies on refraction to bend the light in the right direction. Are you animating these elements based on rotation to camera or are they passive?

#

Also fun fact, you are basically rediscovering microfacets. It is the idea that all materials can be rendered by simulating tiny microscopic mirrors or diffuse reflectors that are oriented in different directions. This idea is mainly used to physically explain material roughness, but it can also be used for normal mapping and anisotropic roughness (e.g. brushed metal)

rancid seal
earnest sierra
rancid seal
earnest sierra
#

Hey it still looks cool in a way imo

rancid seal
#

And I still need to keep fixing iron golem because some parts of its body are flickering

#

And I will have to do the same thing with copper golems

rancid seal
#

I get so much fun working with RTX

quick nymph
thorn bison
quick nymph
#

Nice screenshot though

scarlet gust
scarlet gust
scarlet gust
willow needle
#

Redstone lamp

limpid sequoia
rancid seal
#

@scarlet gust what the heck are you doing?

quick nymph
wind pollen
thorn bison
thorn bison
thorn bison
rancid seal
#

Im gonna keep working with entity reflections in rtx today I think

rancid seal
quick nymph
thorn bison
tropic rampart
#

as someone who has no idea how reflections work
would it be possible for mojang to make it so, instead of SSR which doesn't reflect things you can't see on your screen, reflections of things up close (like, within 8-16 blocks) are rendered in some other way that works better?

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as for things far off, SSR works fine

rancid seal
tropic rampart
#

but close up it means you can't even see yourself in the reflection

tropic rampart
#

idk who's the most reflective person here who would know about this stuff

rancid seal
tropic rampart
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rtx i think has like, proper reflections at least.

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idk i just don't like how current reflections look up close

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i get that, for far off stuff, SSR is probably better for performance so while its lacking, it works well enough.

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but up close it really doesn't :<

rancid seal
rancid seal
tropic rampart
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put them in the washing machine

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now they shiny

rancid seal
tropic rampart
#

but like yeah, SSR looks good enough from a distance like here

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but up close i need to look at myself at a weird angle in third person to even appear in it

rancid seal
#

Vv is being vv ig

tropic rampart
#

yeah.
i'm just curious if there's any way mojang could change this to work better up close without completely destroying the performance

rancid seal
tropic rampart
rancid seal
tropic rampart
#

aw

rancid seal
#

Reflections only appear when you look in a specific angle

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I have an idea how I can fix that, but I didn't do that yet

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Doing entity PBR without entity PBR

tropic rampart
#

sadely this means proper mirrors can't be done :<

rancid seal
tropic rampart
#

rtx is secretly just a vv RP confirmed

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mojang tricked us all

rancid seal
#

Funny joke tho... mb.

tropic rampart
#

i do wonder what other stuff they have planned for VV.

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we know refraction is planned, point lights are in development, and presumably all that funny colored lighting stuff will come to vanilla VV at some point.

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but besides that, like

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what do they want to do with vanilla VV, and what creator features will come in the more far off future

rancid seal
#

Im too RTX-y to use vv lol

tropic rampart
#

right now there's very little like, water customization right? (beyond waves)

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would be neat if they let us make water look like in Dungeons. overall letting VV customization go far enough to allow us to make the game look like Dungeons or Legends could be nice.

tribal trail
tropic rampart
tribal trail
tropic rampart
#

yeah :<

tribal trail
#

And anti aliasing

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And rain customization

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But most important for me is ssao from these 3

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It would make whole vv look so much better

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People wouldn’t be able to tell if they play Minecraft or real life

thorn bison
tropic rampart
#

we even have jack black irl

thorn bison
#

is it just me or do you not have much control over ss in mer maps?

wise hinge
tribal trail
thorn bison
blazing whale
limpid sequoia
#

@blazing whale should i try 32 🗿

blazing whale
limpid sequoia
wise hinge
limpid sequoia
#

dawg_smurk nice cloud innit

wise hinge
thorn bison
limpid sequoia
limpid sequoia
wind pollen
rancid seal
wind pollen
#

@rancid seal But theres a small different tho
You have pronouns while i don't
Your username starts with a "." But mine doesn't

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Also you use two "_" while i use only one

rancid seal
white willow
#

Basically what some Java packs do is rely on SSR for the first hit. Store as much of that SSR hit data as possible to a cubemap, and then fallback to that cubemap when SSR fails (or offscreen)

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Another method is just straight up using world space raytracing as fallback but that's not feasible at all especially when mobile exists

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I'm writing this assuming all platforms are required to have the same features regardless of quality level

white willow
white willow
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Like here I'm using really low skylight and fairly high sunlight and SSS is stupid bright

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I should add more contrast to my Tallgrass sss

tropic rampart
tropic rampart
white willow
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I don't dislike SSR personally, I get it has limits but there's a reason it's popular

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It's stupidly cheap

tropic rampart
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It works well enough from far away

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just not as well when up close and you for some reason can't see yourself, or the back of nearby blocks in the reflection

white willow
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I'm gonna be real, SSR is much better for close range

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It falls apart with distance

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Mojangs gets away with it cuz it uses a Hi-Z buffer which lets you get away with crazy sample counts

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But traditional SSR sucks at long range

tropic rampart
white willow
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I'm talking from an mc perspective

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My personal SSR implementation just falls to pieces at range

tropic rampart
#

hm

white willow
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But regardless seeing yourself is not a common thing in any game

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The only thing I can think of that mojang could do is use planar projected reflections for blocks that are specifically rendering as a mirror (max metalness no roughness)

tropic rampart
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from far off like this, in VV, i think it looks good.

tropic rampart
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i was just curious if there was any way that this, and other stuff up close that doesn't get reflected, could be reflected.

white willow
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Player models being reflected isn't really something that started popping up in games until raytracing started to evolve

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And the games that did, used camera tricks on specific map locations

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Player rendering in first person in reflections isn't feasible unless you go all at it with raytracing

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Or use planar reflections which are not viable outside of small mirrors

tropic rampart
#

unfortunate

white willow
# quick nymph Why not?

You can't reflect something you can't see so you gotta rely on more expensive methods to do so

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Aka raytracing

quick nymph
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What if you added a second camera that trails the player then when you encounter a reflective surface use the information from that image to reflect the player?

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But don't render it

white willow
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I smell server and desync problems

tropic rampart
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if not for desync issues, why have bedrock at all?

white willow
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You could maybe directly project that cameras view to reflection but you also have to make sure the camera is always angled right etc

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Stuff like the camera works best on static scenes that only can be viewed from one angle

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Like a mirror in a bathroom

tropic rampart
white willow
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I feel like there's possibly a reason a method like this hasn't been used it games

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It just sounds unreliable to me

tropic rampart
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maybe? idk.

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like, most games aren't minecraft

white willow
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Especially games like mc

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What do you do if the camera clips into the floor

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How do you account for that

tropic rampart
# white willow What do you do if the camera clips into the floor

hmm...
assuming there's no option of like, just doing what Minecraft does already with third person cameras and not having that happen, i assume if it isn't set too far away from the player you could not render blocks that it's clipped into or that are between it and the player?

white willow
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Sure you could write up a masking function to exclude everything but the player

quick nymph
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I reckon, it would be possible but it wouldn't look all too great and maintainability would be worse

white willow
# tropic rampart like, most games aren't minecraft

What is this supposed to mean though? I mean sure it would be cool to see mc come up with some cool never before seen first person reflection thing that's performant for realtime and works for mobile but if it hasn't been done, there's reasons

tropic rampart
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If a game with a fully static environment really needs a reflection with the player, it can still probably do that easier.

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and then small dynamic reflective objects don't matter as much

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also, minecraft has the funny pixely reflections. idk if that'd make anything easier? could they render them at lower resolutions as a result?

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i assume it'd be easier to reflect something in a lower res, pixelated reflection than it would to reflect it at the same resolution as the rest of the game.

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this is the average videogame.

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as you can see, the unidentified player character is able to be fully reflected (because i think the game just has a copy of the room, and the player character on the other side of the mirror). This approach can work in most games like this average videogame as long as it's confined to a limited size space and the mirror object is static. This approach obviously can't work in Minecraft.

white willow
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That's a REALLY old technique that games don't do anymore

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But N64 had to because it couldn't actually compute reflections

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Most games now either raytrace it, or project a secondary camera onto an object

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Or use a probe

tropic rampart
white willow
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It's even less feasible to get first person reflections in mc because the entire game is dynamic

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Their options are limited to basically none

tropic rampart
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this is why i'm saying that like, most games wouldn't need a unique approach to reflections

white willow
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Outside of using planar reflections on mirrors only (because always using planar is way to expensive) or raytracing

tropic rampart
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Minecraft does because the entire game is dynamic

tribal trail
white willow
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SSR is the best approach they can use that's cheap and efficient and can react to MCs world efficiently

white willow
tropic rampart
white willow
tropic rampart
white willow
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If mobile wasn't a concern, I'd say hell yes to raytracing

tropic rampart
#

i mean, it can't be bigger than 16x16 per block in vanilla VV, right?

white willow
tropic rampart
#

now, you may have many a block

white willow
tribal trail
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that wouldn't fix player reflections but 360 ssr would be a great option

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idk how well it would work on mobile

white willow
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Then they snap the output of the reflections to a pixel grid

tropic rampart
#

curious

white willow
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Same with shadows, shadows are still 2048 res but snapped to a pixel grid

white willow
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But I don't believe that shader has player reflections in first person either

tribal trail
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but ir worked great

tribal trail
white willow
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Kappa, nostalgia and now alpha piscium do the "reflection capture method"

white willow
white willow
tribal trail
white willow
tribal trail
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but it looks bad many times

white willow
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Alpha Pisciums implementation from what I've seen is much better than kappa and nostalgias

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But I don't think AP has block reflections atm

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Only water

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So it could crumble on block reflections. Looked good on water though

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If mojang upgrades SSR at all I want rough reflections

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Please mojang

tribal trail
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i want ssao and refraction

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thats all I'm asking

languid mirage
white willow
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in what way is it bad for gamepaly

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i havent used AP that much outside of just some testing

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but also i dont think its being designed with gameplay in mind

languid mirage
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I’d have to screenshot.

But it’s Ray tracing is just absolutely abysmal unless you sit still for like 10-30 seconds

white willow
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it feels like a giant ssrt proof of concept

languid mirage
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I’ll load it up again rn

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Maybe it was a 1 time bug.

But it’s was unplayable.

You could see Ray hits on blocks etc but there were tons of off colours etc

white willow
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i mean its entirely screenspace rt

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so things are gonna be jank

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but im testing rn and it seems fine

languid mirage
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Shrimple full RT profile worked like Bedrock RTX for me.

Almost no artifacts - SUPER clean lighting

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Loading Java rn.

white willow
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i mean the pack is very much unfinished and is a giant tech demo of screenspace restir gi

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something not really done before

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not really seeing anything bedrock rtx doesnt have problems with if not worse issues there

languid mirage
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Solid 47 FPS

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I do notice player shadow has some artifacts

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But that’s it

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if you zoom in on Player shadow in second pic - you can notice some darkening around it on the grass.

that huge area flickers black with the shadow.

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Dont use alpha piscium in the nether.... Got it!

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this shader is actually really good though tbh. really nice ssrt

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underwater ss looks like shit tho lmfao

wind pollen
rancid seal
# tribal trail i want ssao and refraction

I want sss, entity pbr, item pbr, pbr bug fix, flickering chunks bug fix, fixed end portals, end flashes, particles being a part of ray tracer, customizable point lights, spot lights feature, cloud customization, default rtx cloud fix, nicknames not displaying bug fix, no loaded chunks limit, paralax water

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That's all I want

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-# And maybe ability to attach point lights to attachables, other items and entities

limpid sequoia
wind pollen
tropic rampart
wind pollen
rancid seal
quick nymph
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Yeah lol

blazing whale
limpid sequoia
rancid seal
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Why the heck player arm doesn't drop shadow in RTX

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It was the key of making player shadows

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I just freaking hope this is the material issue

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This isn't material issue :((

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Light goes trough body parts

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Render dragon makes this stuff not drop shadow

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Body disappears in first person when I use blend material btw

sonic canopy
quick beacon
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Why?

rancid seal
sonic canopy
#

So that you wouldn't see a floating arm, lol

rancid seal
#

It looks like this thing is only fixable with add-ons if I don't use brtx

sonic canopy
#

It might also be fixable via internal clien side camera files, but you can't use those in custom resource packs, you have to directly modify vanilla resource pack

rancid seal
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Then what the heck is this

sonic canopy
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An oversight ig lol

rancid seal
#

Yep, because map isn't an attachable

rancid seal
rancid seal
limpid sequoia
still zenith
#

If anyone is in San Francisco this week for GDC and wants to meet up to chat Minecraft or Vibrant Visuals or whatever, please reach out. I'll be giving a talk on how we made VV tomorrow.

sonic canopy
#

Will the talk be available online eventually?

still zenith
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That's the plan. 🙏

silent zealot
#

It probably be in the vault for 6 months like Kaylas.

sonic canopy
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Too bad all the cool graphics conferences are always hosted in the US, nothing interesting happening in Europe. Travelling to US from Europe is quite expensive, and the situation in US is a bit chaotic at the moment, can't see myself ever visiting it any time soon.

quasi trench
white willow
tribal trail
limpid sequoia
sonic canopy
rancid seal
white willow
#

But I am almost done. I've only got two left after this

sonic canopy
#

Ah, nice

limpid sequoia
wise hinge
limpid sequoia
magic sonnet
#

im so close to tweaking, does anyone know why this is happening? im trying to change the caustics and for some reason it just keeps making them really big

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im usong luminous dreams but didnt like their caustics and tried using one from a dif pack and now this is happening

white willow
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then it should just work

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but also not all textures behave the same

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so you might have to tweak caustics parameters too

magic sonnet
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i didnt have this issue prior but now i am

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and this caustics works in a dif pack but not this one so idk why

rancid seal
#

Minectaft RTX (default)

scarlet gust
wise hinge
#

Does Skylight(intensity and color) affect the volumetric fog? what

willow needle
#

Remake glazed terracotta green to ceramic

wind pollen
limpid sequoia
fading kindle
limpid sequoia
sonic canopy
#

Fixed a bug where emissive, metalness, and roughness values would not be loaded properly when switching to the Ray Traced graphics mode while in a world.

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@rancid seal

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rtx bug fix

long ruin
#

Finally

rancid seal
#

But hell yeaah

rancid seal
sonic canopy
#

Maybe

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Worth a shot

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But there were no changes to RTX shader code, so if entity PBR does work, only unform PBR values will be supported, but not PBR texturees

rancid seal
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I do belive entity pbr exists tho

sonic canopy
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Yeah it kinda does, sometimes the game breaks in a way that enables uniform PBR values for entities and full PBR for block items

rancid seal
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Even PBR values are something we need in RTX ngl

sonic canopy
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This is an example of that time it "broke" for me and enabled block item PBR

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So this stuff could work, Mojang just needs to stop intentionally disabling it for RTX

rancid seal
sonic canopy
rancid seal
# sonic canopy

It looks like it is not the bug lol. It looks like no block item PBR is a bug, not a feaature

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Mojang has bilitities to do a lot of stuff with RTX without changing shader code

quick nymph
sonic canopy
#

(I have nothing to do with that video btw, it was recorded by somebody else)

sonic canopy
rancid seal
sonic canopy
sonic canopy
rancid seal
sonic canopy
#

Yes, it will work in first person and for dropped items

rancid seal
sonic canopy
#

It might have been fixed already, it was a long time ago

rancid seal
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imo of course

sonic canopy
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It kinda breaks entity rendering

white willow
rancid seal
#

I still wait for marketplace/servers PBR bug fix

quick beacon
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Sure. Will send the proof here later today

languid mirage
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“Removed point lights visually fading out once past a certain distance from the camera”

👀

pale urchin
#

What's the point light slider for at this point 😂

white willow
#

thats my guess anyway

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cuz im guessing performance on them is good enough now with the new importance sampling that range isnt necessary

rancid seal
quick nymph
sonic canopy
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No, I usually just post this stuff on ShaderLabs, here and sometimes in RTX discord

quick nymph
#

Oh, okay

wise hinge
#

w rtx mentioned in the changelog joe_thats_crazy joe_thats_crazy joe_thats_crazy

languid mirage
#

Where can I find the Vanilla local_lighting.json for VV ?

silent zealot
limpid sequoia
#

i'm still wondering why my config doesn't work

limpid sequoia
wise hinge
scarlet gust
#

160 digits of Pi

#

With CatRTX v1.12 and BetterRTX 1.4

limpid sequoia
blazing whale
#

Ertiex

wise hinge
blazing whale
#

When vanilla rtx fix clouds

limpid sequoia
wise hinge
#

I'll see whether I can replicate that issue or not

tribal trail
wise hinge
#

The orbital offset degree is broken in the latest preview build, anyone having this issue?

wise hinge
wise hinge
#

thanksHahayes

limpid sequoia
willow needle
#

Light gray ceramic

limpid sequoia
#

something wrong with the latest preview

#

i gets lower FPS ~ 16