#Graphics General
1 messages · Page 36 of 1

Minecraft smooth edition
rtx?
thats vv
Grass is not broken to be RTX (I didn't want to say that)
grass is broken in rtx?
Hmm
It is not like broken, but RTX doesn't support one-side rendering
So grass looks kinda weird.
it looks okay?
Not grass blocks, short and tall grass
OOOH
Why Minecraft RTX sky isn't something like that
It looks so much better than default one
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
There is a bright stripe left in the sky, because I need to work on night fragment of the sky
This is where this stripe from
Idk it looks not bad
It looks cool IMO
In the actual game it doesn't look as good though, it's very bright
Sunset
Lol
It looks good when its night time tho
I can send you a texture if you want to do some experiments
That's awesome! And nah I don't really do rtx that much or VV tbh
Is it just me or is official minecraft server doesn't have any channels anymore?
This is all I see
Nvm it's maintenance, should've read the announcements channel
Maybe they will finally allow me to post images in #renders-and-shaders🤞
I got you.
Let us cook
We are not cooking.
There's still 9 hours to see which one will win so maybe not
I think glass will win though

Time to learn how to cook, boss
And this is the last time me being in that channel (If i get its id, I can return there when I want tho)
Quirky preset looks so good 
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
I'm interested in tracing
even stencil tracing?
yes

i dunno why is it point light not static light
something wrong?
see if folder name(local_lighting), file name (local_lighting.json), format version(1.21.120), and light type is correct
i did 
but it doesn't work
can you drop your json here
ofc
I found no issue with that json :p
Try importing the pack again
Also are there any errors on the console?
there are not
thank you!
Very odd, and it still doesn't work?
Out of curiosity, which is a higher priority for you?
7
14
yess 
i'll try to turn off Point Light option
Is your folder/file location correct
it looks like your json is ignored
yes that is local_lighting/local_lighting.json
like this? under your rp
yes it is

I couldn't replicate the issue with your config
WIP
Need to fix this stupid grass
And I don't think villages look like this after 1.14 lol
I think i kinda fixed short grass
🗿
🗿
@pale urchin moving convo to here
Hi
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.
Well the reason why I ask is since weather is a "global" thing, I assume the prerequisite would be having the coloured light data on the GPU
Unless you decide to give each individual particle the light colour on the CPU side xD
It could be a 2d texture generated on the CPU. Terrain occlusion and lighting of rain particles is already being handled like that
via a 2d texture that stores terrain height map and surface light level
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
Since they're working on volumetric fog lighting, wouldn't it make sense to use the same technology on weather?
True, didn't think about that case
GPU static light propagation would be so epic tho. Very powerful feature to exploit in custom shaders as well 👁️
huge. So we are also getting weather customization/changes soon?
Please say yes, that is the most needed customisation for VV
No customization for weather itself I'm afraid. Just adding support for the block light feature.
Oh :(
Oh my god, my dream
My dream next to chromatic aberration and DOF
I used to be a chromatic aberration hater but
I've been messing with it in betterRTX
It's kinda nice when really weak
I really love that effect
All my chips are in custom shader support
DoF makes for great screenshots so does chromatic aberration but I don't like playing with dof
It's super subtle here but it's nice
I literally cannot see it
It's sad cuz RTX was gonna have rainbows but it never got implemented
All your silicon chips?
-# sorry for bad joke
It's weak and only at the edges of the screen
Want to note it's only chromatic aberration
There's no DOF
Ohh yeah I can just about see it
Where was that mentioned?
Yeah, personally I prefer slightly more but it's nice when it's subtle
Madlad said the BetterRTX rainbow code was there from before betterRTX just not implemented
Hm, interesting
Yea it's pretty neat
I always find the effect too distracting, but having it in the edges gives it a neat film visual
Yeah, again it's one I like for screenshots but not to play with that much
I have it set for gameplay
He said „Super subtle” for a reason
But if I'm doing a cinematic DOF preset I like it with stronger CA, makes it feel more like a camera photo
IMO that would be "ULTRA Subtle"
Indeed
Nah not really it could be way softer
I've tried stronger than what I have by just a value of 0.002 and it ended up being too agressive tbh
I can see it
It's really sensitive
You guys need glasses 😛
I already wear glasses, well lenses actually.
It's funny cuz the way I have tweaked it's similar to that of wearing a pair of glasses. It's there but nothing crazy
I was just looking at it on my phone and didn't zoom in enough
pws say we are about to get 1 bug fix for rtx
Do we get at least 1 bug fix related to RTX in the nearest future? Because this question doesnt let me sleep.
nope
I ask another person 
Nah
What does weather customisation in of itself mean to people?
There are values for weather customization in game files
So exposing these
Which file specifically? Couldn't find it from viewing the files name
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!
Yay! Biggest hope for a fix is to the chunk flickering when placing blocks
Would be really cool if chunk corruption due to large rendering distances was also fixed
That too
I'm gonna buy 50k Minecoins when RTX gets at least 1 bug fix
An official fix to the cloud rendering would be nice as well
Which afaik the fix we did in betterRTX revolved around recalculating normals for them off the geometry normal




Gopher it.
Thank You!!!
Come 26.10, you can use it in Stable.


with ray tracing
could use some roughness variation, but the texture is good
thanks for the suggestion
Hey look the results are tied
Kinda wild
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
Not exactly sure about the lighting in these images though. The point lights could really use some diffusion
Also lacking some depth of field
Looks like they probably used the AgMax tonemapper
Great use of multi bounce specular rays in the reflections
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
But you get the idea. Add a roughness map
But don't make it too rough. Just a little bit rough
I ask another person 
You got your answer mf
No, cuz I ask another person
😂
@rancid seal
You didn’t see this?
I haven't saw it for some reason
Lemme read it rq
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
Imo that's the biggest issue with VV
So as I understand, there are gonna be fixes, but the date when one of them is going to come out is unknown?
Don't bully me for my terrible English knowledge!
Yes
Yup.
I will change my nickname at this point
Lmao
LFG
I can sleep patiently right now!
26.0 is the last version with 1 RTX fix btw rn
When old chunks start suddenly disappearing or what?
If RTX PBR is going to be fixed, ill stop hating vv as well!
🗿
Truly ertiex lover
Your text not aligning annoys me incredibly!
after and after
Spot the difference:
One sheep changed colour and moved
The other sheep shapeshifted into a pig and teleported
Modify SSR
lmao
yes! i did but nothing change 🗿
I really love minecraft because it gives ability to use so many creative ways to make things that feels impossible to do.
For example - let's get back to RTX
Glowing entities - possible
Reflective entities - possible
And this is made using a resource pack, so this is completely default RTX.
And more stuff can be done with modifications like Better RTX
I didn't find a way of making entities metallic tho.
Glowing and reflections are a hard thing if you don't have entity PBR in RTX
I wonder how many those creatives ways aren't discovered at the moment...
Still have nothing to do with items
Because I have almost full controll of entity displaying with a resource pack. Items are out of limits.
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
There are some limits tho, like you can't use render controller fields like light_color_multiplier, so making them emissive will be trickier
Oh, maybe this is something I need to try to work with. This is going to be my first time working with items and I think I know nothing about it.
By the way. Can render controllers be applied to custom item models?
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
Oh, that's unfortunate. But I can still apply materials i think
@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
LIke I have nothing
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
I think this is the only option for now, but ill do it in the morning, because its 00:09 for me rn
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
Binding bones moment
Im not sure about it, but someone said me this is might be animation issue. I am trying to see if they're right
Welp. I found it.
Well, it looks like I did it. It would be actually better if there was a way to use "light_color_multiplyer" for items.
That red sand looks like it comes from he'll, it's ultra red
i dunno why 
because of that's sunset time
and my lighting colour is red-orange
and the main reason is my phone using Display P3 so the colour would be oversaturate on another monitors
This is what it looks like on my phone:
on my phone it's not
and yes there are so many difference monitor so i can't make the colour to fit them at all
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?
it's pale more than that red
i'll check on my pc later
okay, the issue come from my colour grading
i set saturation at 1.2


I think its because color temperature
In minecraft?
Yes, on color grading stephen
Yeah, could be
on my monitor it is very saturated too
Haven't checked my laptop but I doubt it will be as bad because it has less colour reproduction than my phone lol
Try rendering it multiple times. Every time it renders, it will add more brightness on top
Wouldn't that cause a performance hit?
Yeah looks normal on my laptop, because the colour reproduction is pretty trash
because of saturation at all
i set 1.2
but for mesa it should be 1.1 or 1.04
Try 2.0 🗿
nah
Okay, let me try
still best changelog ever 
i set higher gamma
@quick nymph sorry for ping, how is it now?
i used to set gamma at 100
so i increased it higher
Woah, reeeeeeeeeeed sand
Vibrant on my AMOLED screen

Definitely way better
Imagine not having super amoled lol


Gold block

My world with 30 addons in it is suddenly just disabling use of vibrant visuals
Kill me
cry
I wish we had an option to go "yes, i am aware something here doesn't support VV, i want to enable it anyway"
I have no idea what it is either 
as like, VV works fine by default. The game by default still has a sun. It has default values for things, etc.
Ive checked the main suspects
it looks a little odd in unsupported packs but not so bad that you can't reasonably use it
Nothing
especially for add-ons/texture packs it should just be like "yeah cool its unsupported idc run it anyway"
let me use classic textures with VV, Mojang!
if anyone is curious why SSAO is a common want
ssao vs vanilla ao
mojang would definitely know how to basically remove noise from the AO unlike me who is still learning
weird shadows
Torches became flashlights
It doesn’t have emissivness for blocks without pbr
Idk I think it’s good it works that way
yeah but like, its still usable without that, is it not?
sure, it doesn't look great, but i'd still rather have the option.
Because if not for that most packs/addons wouldn’t get proper vv support
Maybe thats true. But right now what it means is a lot of existing packs just can't be used with it.
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.
I need SSS in RTX
I might be insane but I feel like SSS in VV is a bit weak?

mojang please.
I think sss in vv is weak
photon's really good sss
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
I disagree a bit, because on 2D things like grass, flowers, or even mobs, sss is too strong
i put sss to everything 
thats not great imo
yes, so i'll fix it soon
Nah, I agree with you
Ertiex seder @limpid sequoia
rtex sadar
I FOUND THE BUM ASS CULPRIT
It was my bouquet addon
The problem is
Idk why the fuck its doing that
it’s… beautiful

the trailer texturepack is the sauce
i wish they had something like that officially
even if it’s on the marketplace
This one uses official trailer block textures! Well, I mean 90% of them, because official atals doesn't include all trailer block textures for some reason.
Also, I think I need to work with fogs
but does it include mobs and items and so on
I re-made entity textures, because official mob textures are nowhere to be found. Items - I didn't work with items yet.
And if I won't be lazy, I will also improve animations, because mobs in trailer are so much better then in vanilla
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
Re-creating in progress

🗿

Add anamorphic lens flare and anamorphic bokeh.




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

To make your emissive entity compatible with Vibrant Visuals, you will need to create a MER file for it.
Getting Started: https://discord.com/channels/523663022053392405/1182091616358506577
Docs: https://discord.com/channels/523663022053392405/1270171053561217214
@gaunt hatch
Bro have stolen "truly RTX lover" from my nickname 😭
😂

great
Wdym
4 hours to make this texture
wow 🔥
-# i'm going to repair my PC on this afternoon so i would back with my projects soon 
You probably just need a new CMOS battery ngl
Something wrong with my EC
Torch glowing as an item
Anyone notice bubbling water producing a blue lagging shadow that awkwardly lags behind it when you view it from different angles
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
No, looks fine for me
Do it manually, it's way easier
@limpid sequoia I finally fixed grass!
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

i'm scared about that grass
100% default RTX

what is that

What did you do to the hay bales?
I made them bushy

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

I don't think that's gonna work
ngl it doesn't look great even with rtx
My blue sky doesn't work in vv 😭
because you have to make atmospheric config
This thing is in my pack for a long time tho
and in there specify color for each time of the day
What te heck happend to clouds
it doesn't mean it's great Never see anyone doing bushy hay bales
WOAH, the bottom of rtx clouds can bug out too lol
Didn't know that
Those are bugged out sides
And this is bugged bottom of the sky
Did you intentionally modify VV sun texture, just to mess with VV players using your pack? 

I saw people accidentally turning on vv instead of rtx in the past, so I made the vv sun look like that to tell people smth is wrong
that is diabolical
are u
just edit UI to remove vibrant visuals button
Im lazy


What if people wanted to use your pack with VV for some reason. PBR system is the same in both, why not just let them be. Imagine if all other packs and add-ons started doing the same for RTX, intentionally breaking rendering or not working altogether.
- 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?
- 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.
I use RTX packs for VV. Just haven't bothered getting proper VV packs, RTX ones work just fine
The fogs in my pack doesn't work good with vibrant visuals. Also, do you remember how I used refractions to simulate reflections? This stuff isn't working with vibrant visuals, and you can see transparent iron golems. Although, tranparency method isn't effective for RTX too, so I may do something else with iron golems in the futurue.
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
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
I am not fixing my resource pack for every othher graphics mode tho.
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.
Alright fair, it's your pack after all
What if you use a texture that literally says "this pack is not compatible with VV". Some players might otherwise think it is a bug in VV or something
Well, I agree with you. I see a point in porting add-ons for all graphics modes tho. But RTX packs... whatever.
I would like just to disable vv for my pack at all, but if I do that, my pack will have pbr not working.
Yeah, ig mojang needs to fix this before that would be possible
🗿
🗿
Are you the second account of Stephen Le?
Nobody likes the hay bale shape here
No. I like.
Nope
@limpid sequoia
🗿
the hell 
yes

Lol

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
What can I do about this error? The addon just doesn't import after I add a new mer texture or texture set
You can create a post in either here or #1067869590400544869
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
These screenshots are genuinely fire
I apologize if this is probably a simple question but I'm very new to this
Even BetterRTX can't fix clouds (I tried BRTX clouds and it only made the clouds worse) so yeah I just disabled my clouds entirely
This would be because the green gets in there. The thing you're looking for isn't actually the color of the texture, that's irrelevant
The important information is what is on each color channel individually
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
Just finished your video, 10/10 It was very helpful. Tysm!
How do I prevent 2d planes zfighting for vibrant visuals??
That seems like a generic texture issue tbh.
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
What do you mean? Better RTX is able to fix clouds by recalculating normals
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
They didn't use enough roughness
And they also made it too metallic
Metalness, you mean?
Because you can't make things reflective without low roughness.
But roughness is also too low
Im kinda late, but anyway. I see the point of making hay bales look like that.
I could have made it more roughness but I wanted something new and unique
Later I will also try with a rougher surface texture via normalmap
I also have a project that brings realistic textures and models to the game, and stuff like that. But I stopped working with that for a while, because I need to finish other projects
Very laggy
that’s like the best shader ever
Glad it was helpful. Hope it was easy to follow :p
How can I make particles glow in vibrant visuals??
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
easy
what can i help you 
i made MERs for particles too
now better screenshot by @willow needle

do vanilla items have mer files for vibrant visuals??
You can check the vanilla files.
Ima take that as a fat yes 😭
all variant for copper blocks done
VV water stull needs so much work
Everything has mers maps
(But I love RTX)
Even when there is no entity or item entity pbr
And cool looking end
Default RTX?
Yes
RTX looks better here, ngl
VV vs RTX
again.
shaded glow berry vines actually look so much better
RTX has so much more depth.
I love RTX
Its a good thing that VV has colored lighting, but RTX with GI is just stunning.
i think your block light colors are an issue here
Reflective iron golems again
This one is WIP, so you can see some parts of model lookin weird
@tribal trail It is not transprent anymore, but it has reflection
Even if it isn't that good
that looks really cursed ngl
I agree, but it is better then having transparen iron golems as you say, isn't it?
the best is having full entity pbr
Fr, but I hink the thing I am currently doing is going to look better when it's ready
Can't do anything with stripess
Wym?
i think with better local light config it could look better
Progress
Thank you.
More reflection, more
Wym better local lighting config? lol.
All local_lighting.json is exactly the same. There is no “better”…
Even colour scheme is personal preference.
Either Vanilla or something custom.
Almost ready
what the banana
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)
No, animating those elements is going to be a disaster for my pc.
Tht looks really interesting
Interesting, but this thing has a lot of issues
Hey it still looks cool in a way imo
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
Bananas aren't in minecraft yet
I get so much fun working with RTX
That's good 👍
It's one of the side-effects of using the vibecoded slop called Game Bar
That genuinely looks fire
I 100% agree
@scarlet gust what the heck are you doing?
Just use windows screen capture at this point
ty
same. but at this point it's muscle memory to press the gamebar screenshot button
Wtb f2 or prtscr?
win+alt+prtscr
Im gonna keep working with entity reflections in rtx today I think
Your profile is similar to mine at some point, wth
Just prtscr, you done need win alt
nope, that doesn't work for me
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?
as for things far off, SSR works fine
F2 makes a screenshot in-game, I prefer pressing prt. scr as It is more comfortable and you can just press Ctrl+V to do that
but close up it means you can't even see yourself in the reflection
Same the game ss system sucks
idk who's the most reflective person here who would know about this stuff
probably quirkyplauge
Im entity-reflective in rtx there lol
rtx i think has like, proper reflections at least.
idk i just don't like how current reflections look up close
i get that, for far off stuff, SSR is probably better for performance so while its lacking, it works well enough.
but up close it really doesn't :<
Yep, I like block reflections in RTX. I also like entity reflections in rtx, but they may look weird at some point.
Did you saw what I've done with iron golems yesterday by the way? At least this "is somehow connected to the topic" I think
yeah you cleaned them
put them in the washing machine
now they shiny
Im glad they are
but like yeah, SSR looks good enough from a distance like here
but up close i need to look at myself at a weird angle in third person to even appear in it
Vv is being vv ig
Same the game ss system sucks
yeah.
i'm just curious if there's any way mojang could change this to work better up close without completely destroying the performance
There is no player's body in first person, so light goes through you, and no reflection is going to appear
even in third person though you still need the weird angle
I have similar result with iron golems in my rtx rp
aw
Reflections only appear when you look in a specific angle
I have an idea how I can fix that, but I didn't do that yet
Doing entity PBR without entity PBR
sadely this means proper mirrors can't be done :<
Rtx and vv keeps acting the same in first person mode
Naw, because no entity PBR, refraction is not in vv, etc.
Funny joke tho... mb.
i do wonder what other stuff they have planned for VV.
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.
but besides that, like
what do they want to do with vanilla VV, and what creator features will come in the more far off future
Im too RTX-y to use vv lol
right now there's very little like, water customization right? (beyond waves)
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.
So you just want world space reflections instead of screen space reflections
idk what that means but it sounds good :glade:
It’s a problem for most games
yeah :<
I pray for ssao
And anti aliasing
And rain customization
But most important for me is ssao from these 3
It would make whole vv look so much better
People wouldn’t be able to tell if they play Minecraft or real life
after all apart from the graphics nothing separates minecraft from real life
that is true.
we even have jack black irl
is it just me or do you not have much control over ss in mer maps?
You do have very good control over sss
weird, bc whenever i use sss it always feels like my mer maps have no effect
VL clouds
32?
uhhhh cloud_shadow 🗿

nice cloud innit
such an innocent cloud


You mean the profile avatar? Yes
Nickname, username, avatar effect
Oh i didn't notice those
I thought it'd be fancy
Never thought you'd have similar thing
@rancid seal But theres a small different tho
You have pronouns while i don't
Your username starts with a "." But mine doesn't
Also you use two "_" while i use only one
I said similar tho, not the same
Ok so. There are some methods to kinda do this cheaply
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)
Another method is just straight up using world space raytracing as fallback but that's not feasible at all especially when mobile exists
I'm writing this assuming all platforms are required to have the same features regardless of quality level
They aren't "proper", just not bound by screen information. SSR is as proper as raytracing them. Well if we wanna get technical, SSR is raytracing just only for screen information.
SSS depends on many factors. SSS is also influenced by skylight. So turning down skylight would = more sunlight SSS
Like here I'm using really low skylight and fairly high sunlight and SSS is stupid bright
I should add more contrast to my Tallgrass sss
hm curious
yeah thats the biggest issue here
I don't dislike SSR personally, I get it has limits but there's a reason it's popular
It's stupidly cheap
It works well enough from far away
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
I'm gonna be real, SSR is much better for close range
It falls apart with distance
Mojangs gets away with it cuz it uses a Hi-Z buffer which lets you get away with crazy sample counts
But traditional SSR sucks at long range
mayb, but i feel like in minecraft it works better long range.
I'm talking from an mc perspective
My personal SSR implementation just falls to pieces at range
hm
I think if it just looked better this would be less of an issue
But regardless seeing yourself is not a common thing in any game
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)
from far off like this, in VV, i think it looks good.
yeah but that doesn't make it not feel just odd imo.
i was just curious if there was any way that this, and other stuff up close that doesn't get reflected, could be reflected.
Player models being reflected isn't really something that started popping up in games until raytracing started to evolve
And the games that did, used camera tricks on specific map locations
Player rendering in first person in reflections isn't feasible unless you go all at it with raytracing
Or use planar reflections which are not viable outside of small mirrors
Why not?
unfortunate
You can't reflect something you can't see so you gotta rely on more expensive methods to do so
Aka raytracing
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?
But don't render it
I smell server and desync problems
ok but thats standard for bedrock
if not for desync issues, why have bedrock at all?
That camera though would still rely on SSR which would still not get around the strangeness of using SSR
You could maybe directly project that cameras view to reflection but you also have to make sure the camera is always angled right etc
Stuff like the camera works best on static scenes that only can be viewed from one angle
Like a mirror in a bathroom
in this case, couldn't it just be like the front facing third person one
I feel like there's possibly a reason a method like this hasn't been used it games
It just sounds unreliable to me
Especially games like mc
What do you do if the camera clips into the floor
How do you account for that
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?
Sure you could write up a masking function to exclude everything but the player
I reckon, it would be possible but it wouldn't look all too great and maintainability would be worse
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
Most games have generally static environments and less need for stuff Minecraft might need due to not being able to use the same techniques as games with fully static levels.
If a game with a fully static environment really needs a reflection with the player, it can still probably do that easier.
and then small dynamic reflective objects don't matter as much
also, minecraft has the funny pixely reflections. idk if that'd make anything easier? could they render them at lower resolutions as a result?
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.
this is the average videogame.
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.
That's a REALLY old technique that games don't do anymore
But N64 had to because it couldn't actually compute reflections
Most games now either raytrace it, or project a secondary camera onto an object
Or use a probe
well yeah. Just using it as an example of the average videogame with a fully static environment.
It's even less feasible to get first person reflections in mc because the entire game is dynamic
Their options are limited to basically none
this is why i'm saying that like, most games wouldn't need a unique approach to reflections
Outside of using planar reflections on mirrors only (because always using planar is way to expensive) or raytracing
Minecraft does because the entire game is dynamic
aren't planar reflections more demanding than ray traced reflections?
SSR is the best approach they can use that's cheap and efficient and can react to MCs world efficiently
Depends. In small amounts no. Why I said only mirrors
yeah. And it works great in most cases.
Just wish there was something the game could do for the few things that SSR can't do such as player reflection or the back of things up close.
The benefit of planar here is that it'll work on mobile. Plus just render it at like half or even quarter res and you're fine
how big would the reflection resolution have to even be?
If mobile wasn't a concern, I'd say hell yes to raytracing
i mean, it can't be bigger than 16x16 per block in vanilla VV, right?
It's just your screen res. So half of that
now, you may have many a block
I mean VVs reflections aren't rendered at 16x16 res
that wouldn't fix player reflections but 360 ssr would be a great option
idk how well it would work on mobile
They are rendered at half res, then basically mipped further because of HI-Z then upscaled based on upscaling resolution percent
Then they snap the output of the reflections to a pixel grid
curious
Same with shadows, shadows are still 2048 res but snapped to a pixel grid
360 SSR is unique. I've only seen one Java shader do it and it was an edit of sildurs
But I don't believe that shader has player reflections in first person either
yeah only that one shader did it
but ir worked great
thats why i said "that wouldn't fix player reflections"
Kappa, nostalgia and now alpha piscium do the "reflection capture method"
Ohhh I thought you were talking about my planar idea
Which I described earlier as basically saving a snapshot of the SSR as a cubemap and using that as fallback, but it doesn't work on small things or dynamic objects so doesn't solve the player reflection either
the worst way to do reflections imo
I mean it's a cheap way to get pseudo world space visuals
but it looks bad many times
Alpha Pisciums implementation from what I've seen is much better than kappa and nostalgias
But I don't think AP has block reflections atm
Only water
So it could crumble on block reflections. Looked good on water though
If mojang upgrades SSR at all I want rough reflections
Please mojang
IMO, and from what I’ve seen - Kappa is so much better.
I haven’t tried Kappa.
But I’ve used Alpha pisscium.
Alpha is terrible for gameplay.
in what way is it bad for gamepaly
i havent used AP that much outside of just some testing
but also i dont think its being designed with gameplay in mind
I’d have to screenshot.
But it’s Ray tracing is just absolutely abysmal unless you sit still for like 10-30 seconds
it feels like a giant ssrt proof of concept
i didnt have that experience
I’ll load it up again rn
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
i mean its entirely screenspace rt
so things are gonna be jank
but im testing rn and it seems fine
Shrimple full RT profile worked like Bedrock RTX for me.
Almost no artifacts - SUPER clean lighting
Loading Java rn.
i mean the pack is very much unfinished and is a giant tech demo of screenspace restir gi
something not really done before
but i really dont see anything too out of the ordinary here
not really seeing anything bedrock rtx doesnt have problems with if not worse issues there
i mean even on a direct shader reload its very fast and responsive
Yeah, must have been a 1-off issue.
It’s running fine rn on insane preset
Solid 47 FPS
I do notice player shadow has some artifacts
But that’s it
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.
Dont use alpha piscium in the nether.... Got it!
this shader is actually really good though tbh. really nice ssrt
underwater ss looks like shit tho lmfao
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
That's all I want
-# And maybe ability to attach point lights to attachables, other items and entities


also VV XSS reflections fix pleas :3
Moon looks awful ngl
Yeah lol
Doraemon reference
🗿
Eww I don't want it
Why the heck player arm doesn't drop shadow in RTX
It was the key of making player shadows
I just freaking hope this is the material issue
This isn't material issue :((
Light goes trough body parts
Render dragon makes this stuff not drop shadow
Body disappears in first person when I use blend material btw
There is code in rtx that intentionally ignores first person geometry in shadows and reflections
Why?
i got it, but I don't see a point
So that you wouldn't see a floating arm, lol
It looks like this thing is only fixable with add-ons if I don't use brtx
:((
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
Then what the heck is this
An oversight ig lol
Yep, because map isn't an attachable
Limited bedrock resource pack/addon API + RTX issues moment
This thing also disables entity materials in first person btw
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.
Will the talk be available online eventually?
That's the plan. 🙏
It probably be in the vault for 6 months like Kaylas.
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.
alexis on her way with 10 pages of questions and feature requests
man i was gonna try and go to GDC this year but the timing lined up badly as it fell on finals week for me 😔
If only I knew earlier 😞
I could ask about refraction in real life, can you imagine? /j
Semester finals or are you fully graduating university?
Semester finals
But I am almost done. I've only got two left after this
Ah, nice


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
im usong luminous dreams but didnt like their caustics and tried using one from a dif pack and now this is happening
all you need to do is use the same texture name in the same folder
then it should just work
but also not all textures behave the same
so you might have to tweak caustics parameters too
im alittle confused by what you mean sorry
i didnt have this issue prior but now i am
and this caustics works in a dif pack but not this one so idk why
My finals are in about 3 months
Does Skylight(intensity and color) affect the volumetric fog? 
Love it.

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.
@rancid seal
rtx bug fix
By the way, as I see, entity no lnger become reflective when PBR bug is fixed. Uhhh, maayybee,, just maaaaaybeee, entity pbr existsss
Maybe
Worth a shot
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
I think the only changes to RTX shader code that might be comming soon are if mojang decides to fix rtx clouds i think
I do belive entity pbr exists tho
Yeah it kinda does, sometimes the game breaks in a way that enables uniform PBR values for entities and full PBR for block items
Even PBR values are something we need in RTX ngl
This is an example of that time it "broke" for me and enabled block item PBR
So this stuff could work, Mojang just needs to stop intentionally disabling it for RTX
Woah, Im kinda sad this is aa bug
It looks like it is not the bug lol. It looks like no block item PBR is a bug, not a feaature
Mojang has bilitities to do a lot of stuff with RTX without changing shader code
That's awesome! Do you have a development server or smth?
(I have nothing to do with that video btw, it was recorded by somebody else)
Do you mean my personal discord server?
I have to ask something - how this stuff got broken like that? Pbr is loaded, uhh
Btw, we (the community) can also implement block item PBR, by changing shader code. For example, I added block item PBR into my RTX renderer shaderpack
I was just rejoining the world a bunch of times, about 10-15 was enough to trigger it
Lemme try
Were you able to see block item pbr in first person mode (in your hand)?
Yes, it will work in first person and for dropped items
Looks like 10-15 isn't enough for me lol
It might have been fixed already, it was a long time ago
Mojng hve 0 reasons to fix that
imo of course
It kinda breaks entity rendering
Insane that this bug existed since the dawn of time and they finally fixed it
The same thing with screenshots bug
I still wait for marketplace/servers PBR bug fix
So, do it
Sure. Will send the proof here later today
“Removed point lights visually fading out once past a certain distance from the camera”
👀
What's the point light slider for at this point 😂
i think itll control how many are allowed on screen now
thats my guess anyway
cuz im guessing performance on them is good enough now with the new importance sampling that range isnt necessary
Its 23:14 for me rn, will you do this before the end of the day in my time zone?
Yeah for like development progress like quirky plague's
No, I usually just post this stuff on ShaderLabs, here and sometimes in RTX discord
Oh, okay
w rtx mentioned in the changelog

Where can I find the Vanilla local_lighting.json for VV ?
Xbox games folder.
why 


Ertiex
dm me your pack
When vanilla rtx fix clouds
yes of course
I'll see whether I can replicate that issue or not
What why
The orbital offset degree is broken in the latest preview build, anyone having this issue?
Rollback to 0 now?
yes
Yes
thanks
i dunno why my config doesn't work







