#Graphics General
1 messages · Page 40 of 1
i just wanna make a resource pack, and have it work as intended. not have to jump 10 million hoops just to get villagers to look right
thats unreasonable
Villagers aren't that hard to fix tho. But it would be better if they did some kind of vanilla rtx resource pack with those fixes. Makes sense. But I think the main problem is that some rendering methods, like overlays, are just not supported by technology?
I don't know how to describe it
im saying this never shouldve been a problem
villagers should just render correctly
same with any mob that has rendering issues
we shouldnt have to fix it with some weird render controller nonsense
asking for a functional product is a perfectly valid ask
Villagers are not displaying correctly because overlay textures are not supported.
I can agree with you if we are talking about cats. Somehow using alpha channel with cat material makes light go trough cats body, so no shadow is getting dropped.
VV everything just works out of the box. you dont have to do any weird work arounds because they for whatever reason chose to not support overlay textures or whatever else is a problem
VV just works. RTX doesnt just work, and it hasnt worked right since it released
these are problems rtx LAUNCHED with, that never shouldve gotten past release
Maybe. I enjoy RTX, because fixing stuff is not that hard for me.
for me its not a matter of it being hard or not. its the fact we have to do it at all. my point is we shouldnt have had to figure out these fixes. they never shouldve been issues
if you have fun fixing these things, cool. thats nice. i dont. and we shouldve have had to and thats my take on it
I think this happend because mc RTX was created to show what nvidia cards can do. It wasn't optimized for gameplay, so we have those issues.
However, to fix some of those issues, we need any kind of vanilla rtx resource pack
I am not sure why there is no overlay textures support
At least it makes sense if we are talking about some stuff like grass...
im not really sure when the cross texture blocks broke but they used to just work
Oh, and one more thing. I enjoy not only fixing those things. I enjoying using interesting ways (refraction, materials) to make unique style of entities that look better with rtx. For example, glowing entities. A lot of resource packs doesn't nothing with entities at all.
Because they are using different blockshape nowdays. You can just set blockshape back to "cross_texture" in blocks.json and grass will render fine
Like: they work just fine
But sadly, you need to make a fix for them in rp, even though you need to write 3 lines of code... or 1...
I enabled Threaded Optimization and set the Power Mode to Prefer Maximum Performance and I went from 30 FPS with 1% lows of 5 FPS to 150 FPS with 1% lows of 120 FPS
💀
I think you meant gold_block.png
Stephen need fix mer
Yeah that MER is terrible
the reflection is too strong like glass so the albedo becomes faded
vibrant visuals has no rough reflections
screen space reflections are always like a mirror
it should still be possible to get around it with dark blue
Could you guys explain to me why does vibrant visuals looks objectively worse than Java edition shaders yet still performs worse?
and can be combined with red to produce reflection but not to the point of glass
It was understandable back when it was named deferred technical preview
But I checked today vv and I’m kinda disappointed
At this point it’s just better to use rtx mode
Im talking about pc players of course
Also vv melted every phone I tested
iPhone 14 Pro Max, iPhone 11 and iPhone 17 pro
On rtx 5050 laptop i had more fps with rtx than vv
Oh and also Xbox series s had some trouble running it
yes
it's just for testing and i'll patch it
Need more metalness but dont look like glass
and i don't think i have to draw something by hand
i'm going to uninstall Pixel Studio

yeah for some reason I had to do the Opposite (always running prefer maximum Perf.)
but it didn't even fix it for long. idk what to do or say. Might just never touch Preview on my PC until i get my 5900XT* or 5950X.
If i get poop performance with that - I will genuinely flip shit
Until then - Java and Bedrock (release version) will be the only things I touch on PC.
if im not on Preview - its perfect. 200 FPS at 1080p with RTX on Bedrock.
Preview just refuses to perform the same
Why very long?
i have no idea why is it 
is it finished now?
yes!
Wow
it's like iron
i had no idea
Vibrant visual?
Yes.
Yea
What's the name pack of that vv?
This one uses custom vv shader, which is not a resource pack.
Like Mirai?
Yep.
Do you know what vv shader he uses?
The one thing I hate about vv is there is a small gap between grass blocks and grass light can go trough.
No, I don't use vv
Looks like mirai based on the lights but don't know for sure.
Vanilla Vibrant Visual
With additional of 11 other pack
Seriously that looks very different. Do coloured pointlights not have proper emmisive brightness
In vanilla VV
If I may ask, what are they?
No, i mean the Vibrant Visual pack name is litterally "Vanilla Vibrant Visual"
Ohh, okay. That's why they are so weak.
Yea
Can you give pack vanilla vibrant visual?
From Mcpedl
Or cubier discord sever
(Vanilla rtx server)
Btw you must use minecraft beta to get good lighting
May I have the map that?
I don't how how to export map, since export map feature only on laptop or pc
Perfect ao
Ok
Damn, what pack is it?
Its Mirai 2.11 bro
Wait, it have a update?
Yes you Want to?
Yes, but it need mb loader, and i use minecraft beta and mb loader didn't support mc beta
Yes, the shader also supports 26.10 but the Beta version also supports it.


dense fog
Why do you use multiple fog packs and PBR packs, if one overrides another?
Idk
Pale Garden 
DAMN
Very similar to my new one

I might make night a bit brighter. My monitor for whatever reason is quite bright
Pain of not having an OLED
Dang
My monitor just has bright darks
So things that don't look dark on my monitor are really dark for others
it looks good to me ngl
Idk im looking at it on my phone and its near pitch black outside the moonlight
ahhh i see
warm
Do you have a link for enhanced fog remastered?
Because he doesn’t know what they actually do - or how to use them.
He just sees fancy pack and wants to add it to his list.
im pretty sure this has been mentioned before but uh... fog doesnt render over banners
well it sort of does? just really weirdly depending on angle
Never heard about this issue before
ok depending on where/how you place the banner it sort of renders over
oh now heres where it gets even weirder
depending on where youre looking... it changes... (ignore how bright the fog is, please do not comment on that, i know its bright, but it shows off the issue nicely)
I am closer than ever to making RTX look like Vibrant Visuals
Now there's almost no difference
The Vibrant Visuals sky is no longer pale now
Still have to fix the saturation problem
Too much saturation looks like this while too little saturation makes hues shift
At least that's how it works with Vibrant Visuals
I will be fine-tuning the saturation until it looks good
I get it from tiktok
I have the link but it disseappear
But you can download Enhanced Fog v1.3.1 from MCPEDL
when we getting this update 😫
Nice
thank you
...And accidentally gave no time for vv to load
Why don't you use volumetric fogs to make sky more blue?
Like, here I have it
Also, volumetric fogs are sometimes making things look worse, you can try lowering the density
Not the fan of leaves
no problem, the important thing is that I can make this with art
I mean, if the goal of the project is to show how much stuff can be created with art, this is fine.
Or... I think I just have different tastes.
This is a mix of Realism and Art, so it doesn't matter if people don't like it, because usually it's full Realistic in other textures (depending on taste)
Right now, I stopped working with my realism rtx resource pack project. But I would definitely change the blockshape of blocks, because default ones sometimes don't fit with realistic textures.


:doggy_smurk:
:doggy_smoke:
:my_cat_sleeping:
:slap_my_face:
:ok_ill_do_it:
:how_dare_you:
:yk_how_it_goes:
:dảk:
99,99% accuration
Bro managed to make rtx and VV look terrible at the same time.
What pack is it?
Their pack, serene visuals, I think
Ok
Uhm ok?
I was better to send this tk catgamer 😭
Silent Hills 

@limpid sequoia , pls, try my rtx rp one day when you have free time, cuz I tried yours 😭
:doggy_smurk:
alright

What did I do wrong?
huh?
Here's some context
i was just commenting
i can't tell


:doggy_dof:
The only thing I’ve never liked about High rez packs - is the leaves never look great.
Like - your texture is really nice. don’t get me wrong.
I just hate how much space is always between the leaves of High rez packs.
Very true
In my opinion, high res packs should change blockshapes of some blocks
I don't have high res pack yet, but in my normal pack, i already use this thing
How do you guys get the Godray so sharp? This is the best i've been able to achieve.
Depends on many factors but it's primarily fog density
Oh sorry fog density and henyey_greentein_g
Just examples. I think the second image is using much lower density than first and third
Adding Henvey Greenstein should probably work, since the density is already quite high; I'll test that thx
I recommend 0.65
By the wy, whaat is henyey_greentein_g? I saw this thing suddenly appeared in fog configuration, but I haave no idea what i this about. Does it work with RTX?
It does not work in RTX
It controls the distribution of fog. It's a specific parameter of what's known as a phase function. The larger the number, the more condensed the fog is towards a point (in this case the sun)
It controls the strength of directional scattering if that makes any sense
Just some mobile screenshots. In this case 0.65 is condensing it near the sun so there's not much backwards scattering (I believe mojang should split the phase into forwards and backwards but whatever) and allows for sharper rays basically
With a lower hg_g the fog would have less forward power, and be more spread out
To elaborate on what i mean with the forward and backwards, I've personally been fond of doing
//dual phase function calculation
//basically creates a positive and negative version and adds them
//using a random number for example
float phase = forwardPhaseMult * hg(VdotL, 0.65) + backwardPhaseMult * hg(VdotL, -0.25);
remember that the series S reflections, which worked great back when VV was behind an experiment in previews, are still broken. >:(
Is this beautiful enough?
And that
This one's in ultra-wide. It's funny how this DoF preset on ReShade makes it not look like VV in a way.
I love how RTX looks, and this just looks stunning
No
Sometimes I feel that RTX was just designed to be used in realistic looking maps, especially adventure ones
🗿
Nope, need reduce fog and saturation
Just my opinion
Yes
He can’t reduce saturation
It’s rtx
yes it's true because it's vanilla, but there's still better RTX if he wants
Ok no problem
sky is unique and pretty
lighting too
No


Saturation? Never.
I've increased sky and colormap saturation, because I like it ig
Who are you
But I see I need to work with fog

I did kinda increase saturation in my resource pack. Sky and colormap saturation
But I will lot return it back, cause I love it. But I think im kinda terrible at doing fogs. They are cool but they are bad at the same time
And I hate color mixing, the most terrible thing happening to me
rtx needs color grading customization
I'm human 🙃
I mean I made bright yellow fog, but after some customization it suddenly became green
It looks good in forests, tho.
🗿
i mean vv level of customization via rp
@limpid sequoia
Do you think I know what it is? Im the person who never worked with vv

work with vv and you'd love it.
We can adjust saturation, gamma for example :p
Nooo.
No.

you need to learn
Have you never tried to work on vv...?
Never?
ever? english ahh
I've never tried tonwrok with vv


Sorry, I meant I never worked with it
But yep, never.
Or ever.
Idk.
your pfp is cute
Thank you ig
Naww man
?
I don't need to learn it I mean.
Why not
Why do I need to learn vv when I don't work with it

Typin eith screen keyboard one
grayscale, invert
no invert (sorry for pinging)
i'm just taking refinements for polished blocks
ah smooth material
no invert moment
yes
2 hours for this 
If you already know the technique, it will be finished in 2 minutes.
and later the technique can be implemented on realistic textures so it's much easier
i'm noob Pro Max 
It doesn't matter if it takes a long time because of trial and error, the important thing is that you understand each function.
2 minutes
@willow needle 2 minutes
1.5
fair
:doggy_smurk:
is it funny?
Nice
thank you^^ now i understand
Another day in an SMP
(Upgraded base behind me)

rename to doggy smoke
Do that

rename to if you know you know
Need something more interesting...
now what would you say to me to try your project 
My cat is cute
And my cat saw my rtx resource pack
idk
i'm not fine so i'll test it later
Moar DoF
oooh
thats a nice way to increase saturation
Thank you ig
is this too warm for pre-sunset?


lighting is not too warm ig? but
tbh it feels weird to me when the lighting has a warm color(approximately over 55% saturation?) and the horizon color is blue
i got it
the horizon is purple but lighting made it to blue 
there are some color mismatches
tried a few hours and got nothing good

shadow acne 




cut sandstone
cat

cat

dat 

Real cat here 



Dont hate ur life
That’s called hue shifting
Why do the clouds in the 4th screenshot look like that
Is it possible with accurate hitboxes?
What the heck is henyey_greentein_g?
Wdym? I made them look good. This is what RTX and VV usually look like.
That is highly debatable. You made both graphics modes look insanely washed out
VV looks a bit washed out due to a bit too much saturation and not enough contrast, but RTX is completely fine.
Sorry man, im annoyed, I will block you
No, it just his yellow fog +purple sky make it look blue
That would make red
cmyk(0%, 100%, 100%, 0%) is #ff0000, which is red
It is a parameter that controls how condensed the fog is towards a light. It only works with VV
So if you set the number higher (like 0.65), fog is more packed towards lights, meaning there's stronger scattering at the sun or the center of a point light rather than more evenly spread
RTX uses 0.4 for its phase function
i don't care about that
Real

i'm don't code the clouds now do i :)???
What did the blocked person say?
I need context
i haven't blocked him
Who haven’t you blocked? More context is needed
why don't u read it
Because it’s a blocked message
And Discord isn’t letting me read it
Grow up dude.


pawslight blocked cat gamer 🗿
poor fing 🗿
🗿
and you've blocked me twice 🗿
🗿
good
Nice normalmap
trying to make a realistic vanilla texture
MY PC
well i only use RTX 3050 4gb 🗿
Oh, we have similar GPUs
Not saame
But similar
you need reflection distortion
i need 
Actually, performance when using high res normals and low res isn't different
3050 ti 4 gb
With AO
i used dark red
That looks extremely blue
Naaww man its fine
I don't want to return this ugly pale default sky
My blue sky looks better. A lot of rtx resource pack don't even focus on it, and there is ugly pale sky...
You can compare resource packs that do nothing with pale sky with mine, if you want
I can do side by side comparement with regular sky and what I have in my rp
Cat RTX 1.13 and Cat Visuals 0.5.2 might come out sooner than I originally thought
I was assuming the updates would take 6 or 7 years but this looks almost complete
What the
Sorry, I mis clicked again when I was scrolling
Why did you remove that cute reaction (((
I didn't mean to react in the first place
Me when I have 0 vv packs be like
YOOOOO
60 FPS againnn
imma try a new world lol
YOOOO
what is this sorcery !?!
I wonder if it was related to the revert of volumetric lighting from blocks



need to be darkened a little more
yeah sure
Im pretty sure I was still having performance issues on preview before that was added.
However that is still a possible reason.


"max_density": 0.15,
"zero_density_height": 87,
"max_density_height": 30,
"uniform": false
should make this more foggy
@viscid skiff would you mind explaining why you went ahead and stole code from some newb variants, stole assets from anywhere you could get your hands on, rebranded "your" shader with clickbait everywhere, then proceeded to say that you made several features when they either already existed in the newb x legacy or were entirely coded by AI? Nothing in that shader is yours.
Sorry, but isn't Newb licensed under MIT?
It is, my points still stand.
And I do make modification on them, so it not just reupload?
I never said it was a reupload
Also, it's not stolen from Newb Variants, it built on the source code.
Maybe you should elaborate which feature you mean and what I did wrong there?
Where did you get that black hole code?

I made it using Antigravity. I don't stole it.
What makes you think I'm stoling it?
Here the before and after my final one.
The left image is the first iteration.
Oh, and by the way a report is being filed on your curse forge post rn
What did I do wrong? please explain I want to know
The main point of that shader is to gave the anime feeling of outline
The entire shader source code even publicly available under MIT license.
Even the outline and modifications there is
It's entirely click bait
What?

"Fully optimised version fixing peformance issues on all devices" "anime style" "advanced lighting and atmosphere" "flourescent endstone" "Gravitational Lensing: Light from the background stars and nebulae bends realistically around the event horizon."
The list goes on.
Those are description on GitHub README. Not on marketplace like CurseForge.
It doesn't matter where they are.
If it were clickbait, I put it on marketplace description.
You have similar just shortened version on cf description
No.
Whatever, you can deny all you want.
Just tell me what I did wrong. You accuse me of something I never did.
I have been told not to continue this here.
That what I've been thinking since your first message wrongly accusing me.
After the wise words of arc, I will leave it to newb staff instead.

flashbang green fog
Vanilla realistic with normalmap directx and using pink mer color mix between roughness and metalness like @limpid sequoia
and also use AO
yummy

🔥🔥🔥
End Fog Ahhhh
So peak🔥🔥🔥🔥
thank you
thank you
Green 
green



i've forgot to try your pack
🗿 🗿 🗿
😭
Ouuu

Why does the normal map look so noisy?
Are you generating from a heightmap?
i used Blockbench
It shouldn’t be that noisy then
unless they also allow the generation of normals from height
If only mojang fixed end flashes in rtx
They are kinda working starnge
Poluted world
I don't think the "pale" sky of Bedrock is bad
Btw i think a darker blue sky would go better with a cold biome, along with a whiter fog, or greener grass to match.
Pale sky you can see in ray tracing is ugly for me. I will never return it back.
Every single overworld biome fog in my pack is working with the sky, making it more blue
Why did you use a normal map instead of a height map
Can someone fix my Vibrant Visuals config?
Lmao what is that last pic
Must have been the wind
It's their personal preference

@graceful iron The sky was too pale so I tried to fix my Vibrant Visuals config by reducing contrast and now it looks like trash. Please help.
My old config vs my new config
I don't know much because I've never been experienced or anything like that, but I think you could directly modify the sky in the biome client or change it to something more vibrant like ACES or Hable.
Reinhard is a bit too "safe" from what I know.
Ts is so goated ☠️
don't mention aces to him. You'll get an hour long lecture about why it sucks because colors change as they get brighter
LITERALLY
This kid loves to talk about hue shifting constantly

I didn't know☠️, btw I'm not a big fan of Aces either, but I don't hate them, I just think they have "Samsung-like sharpness", very strong
I get it, I do. I have been having some gripes myself witb hue shifting but it's in a completely dofferent project. VV mostly handles it fine
Just trying to save you cuz this dude has been going on about it for like a month or 2 now at least 😭
But is it okay?
And you're displaying sRGB, which isn't the best image type and isn't what screens generally use.
I am NOT using the Academy Color Encoding System. Instead of colors desaturating to white after going above the value of 255, they shift to the right of the hue spectrum, so red shifts to yellow and blue shifts to magenta. In real-world scenarios, red will only usually shift to orange and blue will only usually shift to purple, but that is still hue shifting, and hue shifting is not worth it when better tone mappers exist like Aggregate eXposure. Red shifting to orange of yellow is acceptable because when something gets extremely hot, it shifts from red to orange to yellow to white to blue, but blue shifting to purple or magenta is not scientifically possible in the real world. The bottom right image is the result of infinite color temperature, and as you can probably tell, not even that can shift to purple or magenta. The Academy Color Encoding System also suffers from only having three perceivable hues (Cyan, Magenta, and Yellow) after a certain brightness, unlike Aggregate eXposure, which preserves those hues. As you can probably tell, the Academy Color Encoding System has many issues and is extremely overrated. The only times when you should ever use it are when there are no other options.
Auuuugh

The Academy Color Encoding System is NOT okay, as it shifts hues, crushes the hue spectrum to three tones, and doesn’t follow the Rayleigh-Jeans law.
In fact, these vibrant colors and the "Neon Vomit" are what makes the industry use ACES and the reason Reinhard has been abandoned since the PS3.
Technically, yes, Reinhard is better at it, but that's what makes Reinhard bad for what you want in the sky color; he makes the colors too washed out because he tries to be as safe as possible.
He tries to stop the "neon vomit," but this causes him to lose his vibrancy, become too pale, and lose the saturation of things.
That's why ACES is so loved and used; in addition to its S-curve in relation to light and shadows, it brings out extremely vibrant colors aggressively to improve quality.
This even has a name, Color grading, or do you think movies are made with colors to imitate reality or are too "washed out"?
In other words, it's no use wanting perfection while also wanting something vibrant in the sky; sometimes, imperfection is the "formula for success."
Hey bro, why are you giving a "color physics" lesson in Minecraft? ☠️🙏
Now, if you want to keep this, you'll have to accept your pale sky.
Here’s an older version of my config that didn’t look like absolute garbage, but you guys said it was “too desaturated”, so I reduced the contrast and now it looks like trash.
Aggregate eXposure is the perfect tone mapper, but Reinhard is the closest to it when it comes to Vibrant Visuals.
Could it be because you're using Reinhard? That it's too safe?
I will accept the pale sky and continue to work on my config. I will probably contribute to use Reinhard, but I wonder if there’s a way to force Vibrant Visuals to use AgX or Aggregate eXposure.
Yay, I made him accept himself gys
Btw I also wanted to force a color grading like Uchimura (I get along very well with it, for me it's good for vibrant colors), but unfortunately isn't possible.

yeh
I'll use it for my global resource pack, perfect

i'm glad you like it
Honestly - "World of Colours" update name should've been saved for the addition of coloured lighting lol.
Truly a world of colour now.
true.
we need world of colour part 2.
Vibrant cat
Realistic end -> no light sources = completely darkness
Remade trailer cherry biome ambience
Lmao do you want me to get 120 fps with my 4 gb GPU
yeah
No u
Did you try my ultra artiex sadar?
not this time
i'm working on my project
me too, working hard
Working for already 2 hours without stopping today
me 8 hours already
because i'm not going to College today
13:00 was the time i got breakfast, right now its 15:32 for me. And I have to go to the college today

🗿
Blue
Not good
wait wat

13:00
really
Yes, smth is wrong?
at that time u should use lunch
Bro I sleep as well as cats do
Went sleep in 01:30, so I got up at about 13
My lunch was 20 minutes ago btw
Yep, sleepy sleepy cat is being sleeepy sleepy cat
:doggy_smurk:

It's good
I meant that technically the pale biome shouldn't be a greenish-gray, but in survival mode it actually looks much better than a gray sky because the biome is pale.
It would only slightly bring the color of the sky closer to blue and leave the blue of the night a lighter shade of blue.


thats a vibe
24 chunk render in the nether with adjusted fog.json.
1440p.
3070TI fucks
low gpu util too bc my cpu is poopoo
I hope Ill do emissive entities for defuault rtx soon
just use BetterRTX ?!
mojang is mean and wont touch RTX anyway. why bother doing some jank stuff
Better RTX is BETTER
Bro, I am a resource pack creator, I can't use Better RTX
this doesn't make sense
It does
Things work and look different in default RTX and better RTX.
My resource packs focus on default RTX
whats an example of something that is negatively impacted by using BRTX ?
in your pack
The only major difference tbh is how fog is handled but even then you can now make a preset to make it perfect with RTX
As well as options to allow resource pack normals
Set fog asymmetry value to 0.4 and boom identical
Although some things that I've worked on haven't been added to the preset creator yet (like customizable range for the vanilla water scrolling normal)
didn't think there was any real difference lol. you can force mipmaps on/off to fix animated textures.
PBR is the same.
BRTX just improves on and adds things RTX is missing. Doesn't make it look different unless the preset is custom + RP.
Before even when making from preset creator, fog was always different. You couldn't control the asymmetry pattern. (Or better known as henyey_greenstein_g (no we can't make it work from resource pack sadly)
Default BRTX uses an asymmetry of 0.075 whereas RTX uses 0.4
Which gave very different results but other than that it's mostly identical to RTX
ah, thats kinda gay.
but good that it's adjustable now. No reason not to use it for pack creators
The creator website was going through a long overhaul so it just never got added
Oh there is one thing I wanna restore as well which is the default RTX cloud range. Make a toggle for extending it
Because that's also forced on
I get having preferences and liking vanilla RTX style. But with the new creator options you can basically get it back to how default looks and still get all the nice BRTX features and fixes 🤷♂️
But to each their own
The first issue was mentioned before, fogs. For example, in my resource pack I make the environment look like I want to, but in Better RTX, it doesn't look the same. Also, my reflective iron golems don't work with better RTX
Also, you know that Better RTX fixes some bugs. Some bug fixes RTX does can be re-done with using aa resource pack. Those are entity materials in general. But when I ue better RTX, i caan skip those bugs that happen in default RTX, and not to do a fix for it.
I feel like my english is cursed
I wish I had a computer for Shader 😔
You're talking so much about RTX that you're going to start speaking the RTX language.
Careful
Ray traced rain drops in RTX
It's very foggy and there are no shadows, is that normal for RTX? (I don't work with RTX shaders, only Vibrant Visuals)
I don't work with rtx shaders too?
And why there should be shadows anywhere? In rel life, shadows are mostly visible under the objects when it's rainy
That's exactly what happens in RTX
I work with rtx resource packs, not with shaders
In the trees below, there seems to be no shadow on them.
Actually, I think it's looking good, but I think the rain has too much fog for the Cherry area, which is more open.
By the way, having said that, it's also quite common to see this in rain effects regardless of the shader type; it's just my opinion.


Guys, is RTX 5060 8GB VRAM enough to run Minecraft RTX? Cause next year maybe i'll buy a better pc
I look 8gb vram is bit bad in 2026
Or i should buy 12gb vram?
i'm only have RTX 3050 4gb
And is it can run Minecraft Ray Tracing smoothly?
How much FPS do you get?
40-60
Oh ok, maybe it's enough
even our team made realistic textures using only RTX 3050 4gb
Bugdet gpu but it can run rtx smoothly. Damn
The most important thing is to adjust your needs and financial capabilities
Yea my target is 11M rupiah
Hope i can get rtx 5060 from it 😅
Stephen's Garden~
Even an RTX 2050 4GB or a Radeon 660M can technically run it, so an RTX 5060 8GB should be fine. I own an RTX 3080 16GB, and that GPU averages 150 FPS with 1% lows of 120 FPS.
imagine hand drawing heightmap
Love doing that
G̶o̶o̶d̶ i̶d̶e̶a̶
Alright 👍
this is just me agreeing that the heightmap is good
for the door handle part it must be fully prominent and use the color #ffffff on the heightmap
thanks for ur advice
what resolution is this?
u mean in game setting or MER?
your texture
it's 16x
For the hinge, it seems like it's still a bit inward, you need to fix it.
because i've inverted B channel
The feeling of minecraft trailer
Yo it's too bright
My love:
Bruh, when will RAM price gonna down
Just fix your pixel in heightmap texture
4 pixels
4
4

what is this conversation in the graphics channel
this is a conversation
I will ray trace you :3
oh nah

I want to see ray traced stephen le
and raytraced :doggy_smurk:
I will download those emojies for things I need...

I will send you ray traced :doggysmurkW: if I have free time
i'm married VV 

end.
The tracks are very cartoonish😔
Goated texture for grass btw
Is it a realistic shader? The textures are VERY good and realistic.
nah this Strawberry Deferred V4 Rewrite with Vanilla Realistic texture + AO
Wait is NVIDIA RTX Pro 6000 Blackwell and AMD Ryzen Threadripper Pro 9995wx can handle Minecraft?
Btw the textures are really good ngl
Yes but I see no reason to get those for a gaming based pc
Those are workstation cards
thank you
How long does it take to create a texture like this? ☠️
Ofc
5 to 10 minutes for our team Strawberry Graphics and the one who made it @willow needle
Depends. Sometimes you get it right first go and it's 5-15 minutes sometimes you gotta keep going back and redoing then it takes an hour
And, can Nvidia GeForce 256 can render a 4k film? Like Avenger:Doomsday?
It's a very short time considering the level of detail in the texture, impressive.
👏👏
I'd say that some improvement could be done here. It looks just, really noisy. I think the normal is just too strong, especially for VV
thank you
I'd recommend running a small blur over the height input layer, that will blend pixels better and cause less noise
Thank you for the advice
Or well whichever one is adding the like detail noise if you're doing multiple heights, cuz I also see "heightmap like details"
Love to see the new sticker getting use 
hehe 
but if it's like this we need to spend 6-8 hours for just a few realistic textures
☠️
Goats
so it looks like there is a heightmap because it is based on the heightmap :v
we make it from heightmap and then shape it in such a way
I personally think heightmap detail is cool, especially on metal; it adds a beautiful and striking level of detail, particularly in Minecraft.
These are some old images of stuff I was doing a bit ago. Never intended to release it was just bored
for the gold pattern it already looks good
I don't really do that much mc texture stuff anymore tbh
Well ok I do, but I much prefer the shader side of things
Mipmaps 😖

I recommend disabling mipmaps
Ask Mojang
Creators can't turn it off so how do i??
VV isn't BetterRtex Sadar
it should better when u continue with you "BetterVV"
and make something like 'HueShifting.exe" more PERFECT
bye!
Here’s my config.
{ "num_mip_levels": 0, "padding": 8, "resource_pack_name": "Six Seven", "texture_name": "atlas.terrain", "texture_data": {} }
It works with both RTX and Vibrant Visuals.
Sunset temperature acquired-
What is this?
If it wasn’t for hue shifting, that would have been either pure red or bright red depending on the tonemapper.
He remains the same ☠️🙏
Btw
It’s my mipmapping config.
What is that?
Actually, let me remember what it is, but since when has this existed in Minecraft Bedrock?
Since 1.16
I looked up what it is, and it's basically texture resolution.
It controls how far away flipbook textures work
Disabling mipmapping makes flipbook textures work regardless of how far away they are from the player
As long as they’re within the render distance
Ngl u can create a DOF in Vibrant Visuals with this and overlay it using JS with Raycast
At least in theory, it's possible to create a fake DOF
IDK also regarding the connections between the textures and code in the Resource Pack for JS in Bedrock, so it's only theoretical, I think.
Even with the fog, it would be forced and wouldn't look right.
However, I believe this one can be linked, if I remember correctly, with Bedrock's JS.
yes you turn it off yourself in a pack
but it's pointless
it makes your game look ugly
mipmaps are good
so thats good, if it was pure red it would look bad
with colors shifting it looks good

"i don't care"
I would easily add it as an "inferno" version in my Shader.
They are still good for better performance, but you are able to turn them off
Sorry mate, it was me
That's not wrong, shaders are made to make the game look better, not to create perfect colors.
i also don't care
doesn't matter
tell me nah
But RGB sea lanterns don’t work unless mipmapping is disabled
Bro is worried about sea lanterns☠️🙏
Btw i ngl idk
Translation: By the way i'm not going to lie i didn't know that.
And I should be. My anarchy server has a lot of sea lanterns and they look like trash unless mipmapping is disabled.
But you can probably make a fake DOF (Depth of Field) with that.
I meant, idk if it's possible to activate it via JS, but it probably is possible via a block tag whether you want it to or not.
I killed the chat twice by quoting F DOF, is that a sign?☠️🙏
https://feedback.minecraft.net/hc/en-us/community/posts/43831381267469-Please-Enable-vibrant-visuals-on-Google-Pixel-10
Welp looks like I won't be able to run VV on my new phone 😔
I would like to request support for Vibrant Visuals on the Google Pixel 10.
At the moment, the Pixel 10 does not appear to support the Vibrant Visuals option, even though its hardware should be cap...
I was never able to use vv on my phone, old or new
Normalmap.exe
Google Pixel 10 without support? As if the unsupported Snapdragon 695 processors and the 6s Gen 3 (which only has a 0.1 GHz higher clock speed) not working weren't enough, now the Google Pixel 10 is also having issues.
☠️🙏
Hat Trick Mojang:
Powerful processors without Vibrant Visuals support? Check
Color Grading as Reinhard while AgX and Uchimura are out? Check
No DOF in Vibrant Visuals, with in-game DOF and Blur shaders only incomplete (except for the Blur) for no apparent reason? Check
Hat Trick
Bonus: App/Site for creating Shaders, Mods and everything else, official but without mobile support, forcing everyone to do it the same way they would in Notepad, hoping for a JSON value system? Check
From all the talk I've had about DOF, you can tell that I really miss DOF in Vibrant Visuals ☠️🙏
Vv_dof.exe
WHY MOJANG, WHYYYYYYY
What is that?
Ah
By the way, I'm going to do Raycasting in JS and test my possible Fake DOF (F-DOF) in Vibrant Visuals using Overlay and Mipmap.
It is interesting enough for me: will I ever work with vv?
It will function as an additional effect per behavior pack.
The basic idea is for it to call a tag that displays Overlay, either by text or more commonly as well, and a general tag list of all the blocks (you'll understand in a moment).
With the Overlay tag, this overlay will create a false blur around the screen, and with the tag for all the blocks (now) I'll use that to activate the Mipmap, since apparently it doesn't activate normally.
It would also work with fog and would be much less work than Mipmap, but I believe it would be too much of a hassle.
That's the basis of the idea, at least, considering the barriers I know and everything else.
It will also activate after the player focuses for 5 seconds, to avoid potential lag and crashes from it reactivating every time it sees a block.
In 5 seconds, I am going to sleep as well as my cat.
And
Ye im closing the discord and turning off VPN rn so I hope I don't miss anything
Fun fact: I use a VPN too.
























