#Graphics General
1 messages · Page 41 of 1
That’s because the PowerVR DXT-48-1536 doesn’t support DirectX 12.

wrong
I've set Reflection at Ultra
and doesn't need MER
LMFAO
*no heightmap

what are u talking about? my blocks folder is empty so how is the heightmap texture in there?
even my subpack doesn't have blocks folder
I was talking about a google pixel phone. It's a mobile GPU for a phone. DirectX has nothing to do with it as it is a desktop graphics api
thought you were using vanilla mer.
also no need to be toxic.
i didn't mean, i'm so sorry


Time for rtex sadar moment
i'll test ur pack but i'll play Apex Legend first
Ok :3
Make sure to download latest version
send the link
Im afraid of sending links :<
#1488931627764809788 message
🗿
@rancid seal Overall 5/10
Why do you have 0 PBR?
And 8 chunks rd?
😭

Test it with PBR and 24 chinks rd plsss 😭

But its still good
i had no idea
Have you see those end flashes... uhh... I don't think they work as they need to in rtx

At least we have customziable end flash texture
the end flashes are at their best when they're really intense like this.
ideally also when the base end is somewhat dark so the actual flash really lights it up.
End flashes in RTX are basically just sun, that doens't emit light.
They kinda work in RTX becuse of the way they were added to fancy
They also affect sky brightness, so the ambience changes when flash happens

"Waves," that's what it's called.
I don't see it, and even so, Mer is the standard for where the color is spread across the blocks.
I think I don't care 
It's basic logic: Wherever sunlight goes, it will be reflected in Vibrant Visuals whether you like it or not.

Aren't vv water reflections made with PBR?
How do you swap textures in subpacks without having to constantly duplicate the texture folder, etc.?
I think it's because of rays
My shader is already weighing 200 megabytes because of a subpack in the game.
my way
And don't tell anyone 
I mean, the roughness of blocks gets controlled by blue channel of mer texture, which is part of PBR. So, the water is reflective, meaning thaat there is almost 0 roughness, so, I thought the water reflections in vv are here because of metalness emissive roughness texture. My RTX resource pack uses custom water texture (so it works with RTX perfectly fine), and VV water had 0 reflections before I added PBR to water (so it would display correctly in cauldrons in rtx)
I think he has PBR textures in one (or two, idk) of subpacks, others don't have them
This definitely does NOT work for me.
So that's not it.
Ray traced end flaashess
It works for me, so that's it?
Like other PBR textures? You make texture set file, make maps (mer/height/normal), and it gets applied. The water in vv was working the saame
And you don't always need to duplicate these textures for other subpacks, do you?
Yes
Anyway, today I intend to write the Raycasting code and everything else to test if it works in conjunction with the Resource Pack and all that.
This is literally what I do.
I meant to say, I already have a base more or less ready, since I had tried to do it before using only an overlay but I couldn't activate the Overlay in the Resource Pack.
Water in RTX doesn't support color maps, mer maps, height maps, normal maps - literally anything, so texture set file for rtx water is useless
what happened to the sky
Naw, it looks good for me
disagree
subtle end flashes are better
whyyy :<
it looks weird for me when it's too intense
I would prefer for sun to be visible all the time in the end tbh
becuase i hate it being there only sometimes
and it flashing
i like it, it casts these huge shadows from different directions
i think a constant light source would feel odd there
I wouldn't mind if it was changing position, just not flashing
I hate moments where there is no sunlight at all
i think it looks great to have the end suddenly light up
and then be dark usually
makes the moments where there is a flash really add to the atmosphere which, besides the flashes, is very boring in the End.
like, there isn't anything really going on there visually so the end flashes make it less boring.
Also (Outer Wilds spoilers) ||more intense flashes remind me of the ending of Outer Wilds||
and i think the autoexposure kind of hurts the subtler flashes by making them even less impactful than they should be :<
Rtx end flashes monent.
It would be nice if end flashes were customizable with the resource pack. Rtx end sun (end flashes) sadly doen't emit light
💔
The Broken Heart
really good
Thank You
Vibrant Visuals requires DirectX 12, which the Google Pixel 10 doesn’t support
But on mobile devices, DX12 isn't necessary and doesn't have it☠️🙏
Strawberry Deferred V4.0 Rewrite test on smartphone
The door texture isn't prominent, it looks flat, I think it's missing a heightmap.
looks good
This is a normal map, why is it not so prominent because it is covered by noise
This image may be much clearer even though the height is not too prominent
Mix with a Heightmap
it was mixed during the PBR making process
Gys i'm def not making ts today, because I need all the texture_set.json files
And also a terrain_texture.json file adjusted with all the modifications.
And that applies to all 8 subpacks.
☠️🙏
Probably the most I'll do here now is force 4 or 5 textures to change to this, just to test it.
Thank you, currently the size is around 4 MB, so maybe if it is under 100 MB it will be optimal.

I did more research and apparently PowerVR GPUs don't support Vibrant Visuals unless you do a specific exploit that allows for Vibrant Visuals to work on any device
This looks nice
thank
woah so cool
very noise
I feel pity for you

Fr
I wanted to buy RAM, but looks like I may be late lmao
Maybe if we have an time machine you can get back into 2024 and buy full stock RAM
But we also need to buy some ram to make time machine lmao
WAIT, WTF? HOW MUCH DO THEY COST?!!!?!
32000-93000₽ 16 gb ddr4
Lmao
RTex
sadar
Last pic (Air pollution)
Pure Air ahh moment

Smash


lol

Kittyyyy
Uhh... forget that idea
Peso right?
thank you mate
Huh?
Your currency
rubles



This good for eyes
An endermite's vision
🗿
The chat is dead, someone revive it ☠️🙏
chat revived with a cute fox pic
The chat is still dead
I'm going to revive the chat
I've been waiting for the white water fix for almost 2 years :333333 🙏 🙏
(i suppose it's a lighting bug)
it's hella annoying
And I've been waiting for the oil water fix for almost 2 years
Some screenshot I took a year ago
Still not fixed
I think this was Solace Natural
Yet there is nothing natural about polluted oil water
So I have no idea why it's called Solace Natural
In fact, most Vibrant Visuals packs also have this problem
Skill issue. This happens when VV pack is using a sky intensity of < 1. Just set it to 1 and it'll be fixed
New caustic strawberry deferred v4
soft
smooth

hard to create caustics
i gave up:)

yours good too

Nocturnemew
Was there an original :doggy_smurk: emoji?
Ill make one
I saw fogggggg

Yay normal maps moment
But i see normals here
That's your eyes
my eyes are different idk
Bastion
If you got waves on there is no heightmap 
🥲
nahhhhhhhhhhhhhhhhhh

I though they were lamps, not lanterns 😭
🗿
My eyes were hurt
Oh those look good.
thank
Yay they glow
i love chromatic aberration
waow
Woah
Strawberry vanilla realistic 256x now work on iphone xr (3gb ram)
I'm not sure where to look at - the colours or the blocks. I'm not complaining, though. It looks incredible.
lol
That looks cool.
Thank
the point is just that its meant to look like drugs
i tend to like the effect very subtle tho
lemme send a screenshot with the chormatic aberration and acceptable levels
Fair enough. It definitely looks like the GPU is having a psychedelic trip.
its subtle and kept mainly twords the edge of the screen
turned it up a bit more cuz why not
At this point my eyes need a graphics driver update lol
Tiny takeover ahhh moment
Goat
I use up to 5 in the sun ☠️🙏 (During peak hours it's 5)
iPhone XR with Vibrant Visuals and Google Pixel 10 without Vibrant Visuals
☠️🙏
Too much ☠️🙏
I meant in the lighting config, "sky": {"intensity": 1}. It only goes up to 1
Oh
Mine is 0.35

Just some configs in shader settings:
World Space Reflections ON
Distant blur ON
Rainbow ON
Someone should write a path tracer in js via scripting and render it with maps 😎
Does this exist in the codes of vibrant visuals?
Bcs i make shaders on cellphone
its not vv
Sorry
Its Java ;-;
But you can still get the Blur effect if you have MB Loader

ive spent literal months on material rendering
its so hard 😭
Maybe we should just rename this channel to #java-shaders
lol true
People are posting more java pics here
If I'm not mistaken, there's a motion blur mod for Bedrock.
It does not work with default Minecraft.
You might need MB loader as well (if you're using Vibrant Visuals)
I'm dying to do this F-DOF, 378 JSONs to duplicate in two more folders with the same textures, just with a smaller block ratio and a larger block ratio, ☠️🙏
SOS gys


Wait, how can a skeleton be dead?
☠️
Idk
Even logic isn't working anymore.
Btw chat dead again
Reviving the chat asking if this overlay is good enough to give a DOF impression or not (random photo of my shader as an example).
The overlay is stretched way too much ☠️🙏
Looks fair-ish.
20:9 users in a common day btw
It's a good thing it doesn't look like an aberration; I spent ages adjusting the transparency and everything else to get this right.
And it's also not easy to overlay depth of field, like, how do I mimic human focus in an image? ☠️
That is near impossible to do in default Vibrant Visuals pack
Currently, MB Loader is the way to achieve that
My idea, in theory, is to make this possible in reality.
Basically, using Bedrock's Raycast, I'll enable state-based overlays and activate two textures:
The element being focused on, using the same state for the Overlay to be activated, triggers a high-resolution texture pack, and the JS along with the render controller, for example, controls which block is being focused on. To avoid activating all textures from the same pack.
Those that are not being focused, where all textures with state 2 will be activated when JS is enabled, and the textures will be those from the 8x8 textures folder, creating a natural blur with the mipmap.
And anyway, if the texture idea doesn't work, you can try the Overlay+Fog idea, or just Overlay instead of Overlay+Textures, to force the Mipmap activation, although it will look worse visually.
In theory, at least, it should work. I haven't finished the process with at least three code textures yet, so I don't know if it will actually work, but in theory, it should work perfectly.
I just don't know if the result will be perfect either ☠️🙏
In short, basically forcing Mojang's rules to work towards that.
Would be interesting to see how you implement switching of vanilla block textures via scripting, I was under the impression that is impossible
Wait, can we talk about MB here? ☠️
Yh
Also
I'm lowkey interested in testing your VV pack
Render controller or focused block = activate state for focused block only.
I haven't gotten to that part yet; I'm kind of working on it while I learn more about JS and Render Controller + Texture.
Blocks cant have render controllers
From what I've researched, it's possible, only if I'm using or seeing an old one.
Sorry for the bad English ☠️
Anyone can make mistakes
Hm
It's for entities
Anyways I'm off to sleep
Gn
By the way, there are other ways to change the block's texture by state, but I really thought render controllers worked for this ☠️, now I just need to find the other methods.
The JSON for the block probably has a way to do this; the render controller would be more for controlling which state to activate a certain texture for the block.

Json for vanilla blocks can't be modified unfortunately 😅
With texture_set, technically yes (Yes, I searched)
Texture sets won't allow you to switch textures with scripting
Texture sets can only control what excat texture you should use and allows you to set PBR. For example, there are different textures for block states, and they all have their own texture set
This one is for custom blocks tho.
In this case, it seems it was just a visual confusion; it's for blocks customized by BP.
Technically it works 🔥🥵
I just hope that custom blocks using in-game blocks work, otherwise the idea of using Mipmaps is over and I'll have to use fog or something like that.
The idea technically still holds up without it, it just looks "worse" visually.
That's precisely why I'm tinkering with this, to force the mipmaps to work the way I want the texture to, but for that to happen, the texture needs to receive states.
Looks like portaal builders placed the wrong block moment
Ahhhh moment = "when you're playing with your friend and he's going to make the portal":
Job bro one had
Reflective iron golems yay
What a HELL reflection☠️🙏
Yay sunrise
Bro transformed the iron golem into a mirror.
Yay
The most interesting part that it is done in rtx 
Why does this sound like two idiots talking?☠️
It's kind of strange, actually, to only have two people talking.
Where is everyone else?
Why do you call me aan idiot? I dont appreciate it.
"sound like"
Not that it really is
And either way, that logic would also call me an idiot, which I also dislike.
Made sunrises more red
I liked it, but the color of the sky doesn't match.
I cannot change it a lot.
RTX sky is not changable via a resource pack. But my project is a resource pack, and caan do nothing with game files
Yeah
Water
Use cubemap
It leaves a yellowish or orange tint with 50% transparency, and I think it looks good; it fills the whole sky, including the sun, and gg.
Skybox? They are not for rtx man
☠️
Not even joking. Custom skyboxes will not work with RTX
Even rtx sky is not a skybox
Atmospheric settings
Biome Client
Sky colour in biome settings will not work. Why do you think no one has done that before?
Bcs I don't think Mojang would have prevented users from changing the sky color in RTX.
Fog
?
@rancid seal
Through Resource Pack as well
Distance fog gets the colour of the sky in rtx. Better to say it looks like the sky, and given colour values don't do anything unless you are in the end dimension. If we're talking about distance fog.
Create a particle that covers an area of the sky in a gradient at all times (or UI Overlay) that determines the sky's color, with 50% transparency as well. If possible, increase the sun's glow to make it more realistic.
Just use the weapons the game gives you. They made Lens Flare following more or less the same logic but using JavaScript; if the user is looking at the sun, activate Overlay or Particle Of Lens Flare as well.
And also make the Particle/Overlay follow your eye if you want.
@rancid seal
Particles are not the part of ray tracing, plus using tons of particles is bad and will result lower fps. So that sucks.
My eyes were hurt 🗿
🗿
🗿


Everything seem too bright in the first config
I frankly don't like either
and i'm in hell
👁️
Stephen why are you like this? 😔
Who knows
Both are a bit harsh on the eyes imo
🥲 uhhhh
🗿 it seems he wanted to swim in Desert
None of them imo
Yay, they got fire-ed
How could I improve my configs? I've been trying to decide between Config 1 and Config 2 but both configs have issues. Config 1 looks like a flash bang during the day and extremely dark during the night, and Config 2 attempts to fix those issues but looks like trash.
u have to learn, research, understand everything about VV
it's not like you make a config then name it "BetterVV"
where is better?
How do I fix the issue I've been having with Config 1 where the autoexposure didn't adjust enough and therefore day looked pale and night was too dark?
Realistic looking end. No light source on the sky - the end is completely dark

ask another creators
i don't know how to explain those


Triple kills 
I think
VV or RTX?
VV mate

Oh ok 👍
If rtx ever gets removed, I remove minectaft bedrock 👍
just do it 
Tbh same
Is rtx mode broken for rtx 50 cards
Im struggling to hit 60 fps on 12 chunks
Rtx 5050 laptop
100w
Modern Realistic Rail with Anime style (fan made)
Looks like yeah? I have 3050 ti
47.7 fps in that screenshot
12 chunks rd
Sad no custom models for vanilla blocks available for bedrock
Were stuck with blockshapes :<
For now, I'm still focusing on texture and will study the model later.
There is no point
they are not available
for bedrock rps
I meaan for vanillaa blocks
oh
I need aa new keyboard, the current one is a peace of rubbish, it keeps typing to "a" twice insteaad of one time
Pawslight still pawslight @limpid sequoia 🗿
u can try to undervolt
i did and firmware shut my PC down

hardware protection
The name of the sticker is awesome ngl
BOB
Better on bedrock?
yep


What's the difference between doggysmurkW and dawg_smurk?
Config 2 is MUCH better.
That being said, knowing you, it was obvious you'd prefer option 1 btw☠️
It is :doggysmurk:, where's :doggy_smurk: 😭

Look at what I have

There are more of them, can't show by screenshot
If i try to record, my pc will explode, because it is now working lika garbage, and idk why

I have x102 of 
102 or 103 iirc

Stephen legacy is sleeping 
This looks nice
BoB mentioned :p
BOB MENTIONED
Goated Lucid Dreams gys
Who is bob
Acid
Make sure that you don't have any crypto mining softwares
Like this one for example
Make sure to uninstall crypto mining softwares using Revo Uninstaller since it also removes leftover registry keys
awwww 
My config is better
👁️
Not good
Not good

Cat gamer need learn lighting and coloring
Which Vibrant Visuals config is better?
4
5
2
Config 2
More java
It was Firefox eating my ram because a lot of tabs were opened.
Also I hate like 7-8 programs opened that were helping me to create assets for my rtx resource pack
Its annoying how Programms eat RAM faster than they used to.
Do you remember that?
I know the pain.....
That's what happens when I run a single VM
More java :v (texture from strawberry)
Java: Bliss Unstable with Voxy. 256 render
Bedrock RTX with VanillaRTX Normals RP
I think the FOV is too high to see the distant landscape.
It looks distorted
@pale urchin @long ruin @half nacelle @inland vault Why did you guys like Config 2?
I thought Config 1 was my best config but apparently I was wrong.
@quick beacon i tried your Add-on with my VV pack and that's really goat 😆 thanks for your wonderful creation
ertiex seder
Vibrant vizual effectz
I think global illumination 🗿
just want to protect my village 

🗿
Support ram 3 gb 🗿
If a game can't run on PS3, does it deserve to exist
Vv on 1kb ram when 🗿
cry
BSL Classic v10.0

The sky is wayyyy too white and everything just felt washed out compared to config 2
lol true
Config 2 is wayy better cuz in real life only a portion around the sun seem white, and the rest of the sky is blue
I didn't. I just thought it was relatively better than config 1. Was either the bland or the colourful
Bro is competing against a config made for an April Fool's joke ☠️🙏
Goated
GOATED
JS GOATED
I NEED TS TEXTURE PACK FOR NOW
More vibrant, but you prefer realistic color, which is why I already anticipated you'd prefer config 1.
Unpopular opinion: I really like DLSS 5.
Real
Riau
1 Real
😂
100 Reais
I'm not joking.
For example, imagine a really weak computer that can run demanding games at maximum settings with everything completely on minimum; with DLSS 5, you eliminate the fact that everything looks technically ugly, bcs DLSS 5 is already kind of foreshadowing RTX, and in fact might even be better than the game at maximum settings itself.
That's why I think the idea of DLSS 5 is very good. For example, I don't even have the money for a simple or old computer in Brazil; I have to program on my cell phone, So imagine the number of people who have computers here, the level of computer technology, exactly, practically reusing E-Trash, because everything on the computer depends on old parts.
The best value for money here, for example, is an RX 580, an RX 580. Need I say more? In other words, for this type of person, the small group in Brazil that has a very basic RTX here, for example. They won't have to suffer with the graphics at least, because they'll have this incredible technology.
And that's just one example of how good DLSS 5 is, at least in my opinion.
dlss 5 needed two 5090s to run
Good luck getting that on low end pc
Two 5090s for AI "art" lookin graphics
I doubt that's how they'd release
Knowing nvidia they probably will release it that way to try and boost sales/make the 90 series feel worth it
Like it wouldn't make any sense at all to release it as it is with the kind of hardware it was demoed with. practically no one could use it then
It likely won't even be on 50 series tbh
Because if it needed the 5090s to even run, it likely won't run on anything less than that because it's full on realtime AI generation
Lower end gpus already struggle with DLSS 4.5
Imagine them now completely hallucinating graphics in real time via the ai network
They are dead
Light it up ❌
Light the village up 
More and more java :)
Lol
Java
I know a server that says that to Bedrock.
agree, bedrock the best
5 hours and 20 minutes later and this chat is still dead
I'm going to revive the chat
Dw
I'll be posting bedrock as well
Catsss
We need to revive the chat
2
4
The chat is dead again
More cats
2
4
Still dead
That's a lot of tied results
So I guess more cats
Stop spamming.
I'm trying to revive the chat
_catmeow_023 is also sending images of cats
OIIA OIIA

Stream & download: https://www.ravecultu.re/oiia
Rave Culture Shop: https://shop.raveculture.com
Join the Rave Culture Playlist @ Spotify: http://raveculture.io/playlist
Connect with W&W:
https://www.tiktok.com/@wandwmusic
http://instagram.com/wandwmusic
http://www.facebook.com/wandwofficial
Connect with Ethel the OIIA Cat:
Instagram: https://...
:oiia_oiia:
The chat is still dead
@wind pollen Let's revive the chat with more cat gifs
Okay I think that's enough cat gifs
The chat is officially dead
I tried to revive it but failed
Better on #off-topic
@limpid sequoia did you wake up?
hi
EVEN MORE CATS
1
1
1
YES
WE NEED MORE CARS
1
1
1
YES
Oh i get it, maybe DLSS 5 was not designed for high-end pc, maybe it only for Budget RTX so people who can't use the Maximum setting will use DLSS 5. So it look like the max setting and better performance
Where's your profile pic?
i've removed it:)
Now your profile looks like the one from old Android phones



yes
Why is your profile picture diseppear?
i changed it
Oh
Bedrock better
It's too dark
Sad we don't get real rainbows, I mean ones that are made using sunlight and renderered water drops
But it still look good
Why did you do that
100% agree.
why not???????????????
Becuase the previous one was better. I felt you were working hard to do that, now you have the thing I can usually see on WhatsApp 😭
Just my opinion.
everything has it time and everything changes

Yea
YESSSSS
Cars? BMW E36, BMW E36!

Yay!

I agree, lowkey, but that's bcs Java code is a Frankenstein of languages
I see a little bit of Python, C/C++, Java, JavaScript; there's so much that I don't fully understand the language.
Although I've already ported my Shader to Java
At least for Mellow
So i changed the orbital tilt of the moon and sun, and get this really sharp line at around night time /midnight in the sky. I assume this is the "old" horizon line that just followed the new position of the moon, but how do you get rid of it?
What do you mean by sharp line
Could you show an image
Changing the sun/moon offset normally has no effect on the sky itself
a straight line right?
That would be something with your atmosphere blending rather than sun angle
But it only happening at night is odd
yeah! i also asked u before and the problem came from moon_mie_strength
ok ok so now its gone. Tried to get a pic, wtf bugrock lol. Im in editor mode and ive had this problem for a few days, usualy only building the pack during noon time but every now and again, i swap to midnight and its there. Well i just reloaded the world and now its gone at midnight. Swapped to noon, then back to night again and its still gone lol
Weird

Ive seen this in other vibrant packs as well so I suspected maybe everyone was just not looking at the right stuff? But i guess its just buggy code across the board. Idk, ill snap a pic and post if it ever comes back 😄
im not crazy!
I've never had it happen to me but I think I do know what you're talking about. You can get a straight line under the sun or moon depending on how close your mie_start value is to min value in the horizon blend stops section
ahh mie_start:) not moon mie
Only really an issue when it's low in the sky tho unless your mie strength is super high
You can also get 0 gradient between horizon and zenith if the min/max values are too close together
Also to give some clarification here on how this works
RTX vs Vibrant Visuals
mie_start is calculated on the min value. If mie start is much lower than horizon min, mie scattering will always be at the sun position exactly. The closer it is to horizon min however, the more locked it'll be to the horizon point. If mie start is greater than horizon min, mie scattering will always be at the horizon line and will curve upwards towards the sun
But if they are too close in value you can get some weird artifacting
Brother that daytime sky is pure white. You gotta fix that
How do I fix that
By changing the values in the atmosphere configuration
Aces i bet, ya?
No this guy hates aces with every fiber of his body
Im digging aces so far, just a lot of extra work to make sure you dont blow out the contrast
Oh
dang lol
sorry
For what reason? Aces is fire
Aces is the best
I love me some well tuned aces. I can't get anything to compare to it in many ways. I just like the colors of aces a lot
it makes vv more cute and cinematic
My biggest issue with aces is getting the interior stuff not look so wierd. Like once you go inside a small build with some moderate lighting, things look overly saturated and contrasty for some reason. I imagine point lighting could help with that later
because very bright reds become orange or very bright blues become purple
you can control that by just changing your static light colors?
That's def a config issue I think
Hermmmm static light colors?
Kinda sounds like it, yeah
I sorta am new to this. I saw a local light option but nothing there, wasnt sure if that was what static lights were. Ive seen that term thrown around before but never looked hard into it
thats a really small issue
bigger issue is that that we don't have refraction in vv
Hear me out. GI
refraction > GI
lol its a crime
can someone make a video about these settings? sorry if your pc explodes
Some stuff I worked on recently tho. (I don't have any interior shots tho) this was meant to send so much earlier but my internet crapped out
GI is cool but many java shaders are more than fine without GI, water without refraction looks terrible
There's also just not very many ways to realistically do GI cheaply either
SSGI is just not a good option
RSM exists which could be viable but it has leaking issues
I do agree. I think water caustics should also be improved. Not a fan of how they only render on the top of blocks under water
"cuastics"
it would be cool if water caustics could impact underwater fog
Also RSM is really heavy and quite noisy too
That would be such a nice addition imo
Let's make one graphics mode look like garbage and compare it to another!
???
?
?
Oh nvm I understand
Oh wait its me
Was that meant to be in reply to cat gamers comparison

I think so
Because yea that's mostly true. The VV shots look almost intentionally bad
Although doubt it considering bro didn't know about atmosphere files
Its not like everyone can make perfect VV packs though.
No of course not
Nothing can be perfect
No one can make a perfect VV pack
That is the hard truth.
But with how catgamer is, he's the kind to intentionally glaze or make something look worse to prove a point
But in this case it's def no that
They just changed color grading only and that's it
I mean I'm trying my best 
I'm pretty sure Future updates will likely be Minor and there won't be a major addition like Colored shadows for glass.
I am sad.
There are multiple things they can still improve in VV, but I think it's obvious that's not a major focus anymore.
They'll still improve things, but slower, I think
I want to join your conversation, but I am only clever when we are talking about rtx :<
I don't really think there's a better or worse graphics mode. VV is great because it's accessible and super customizable as a pack creator. RTX is great because it provides path tracing which just opens to door to so much more creative things in terms of builds etc. however it's so buggy it's hard to justify using over VV
Thought that was Java at first
Just pretend you're in 2019 and RTX is in active development
That a compliment? :>
I think so
Yes 
I kinda agree, but I prefer using RTX more then vv.
And that's fine that's your opinion
Agreed.
If RTX wasn't as broken I'd much use it over VV
But the chunk flickering issues and many other bugs just make it so hard to justify using in normal gameplay
But Mojang had recently stopped Updates for RTX so we're left with no choice but to adapt
The only annoying thing about rtx for me are clouds, but nothing more.
They did say they will fix outstanding bugs but it'll be slow
We just aren't getting new content for RTX
Recently? Not at all. They were not adding new features for a log of years
Anythin we see new in RTX is a byproduct from other graphics modes
Not just RTX
Clouds in VV are also annoying
What's up with them?
RTX features wise isn't getting any changes. But at least bugs will get patched when they can
That's now what I mean
Not*
My only real issue with the VV clouds is the style but they aren't bad imo.
The lighting on them could definitely be better
VV clouds are pretty hardcoded compared to the rest of VV
That is kinda what I don't like
But I also wish they were thicker
They are so thin
I know that the point was to look vanilla but
Idk
I do however love the long render distance
It's great
My hopes for VV.
- refractions
- improvements to TAAU
- TAA at native
- Any AA at native
- More upscaler types
- Weather improvements or customization
- per biome water wave blending fix
That is what i also expect... Kinda.
love em, were these in aces too?
Yea
im on a mission now lol
I need to tweak the sky colors a lot, away from that heaven white wash
Lmao
if they can look half as good as yours, ill have succeeded
A lot of it is just keeping intensities low
So small Rayleigh intensity values
As well as just keeping colors far from white
I think the highest Rayleigh intensity I use is 1.2. Most are below 1.0
noted ❤️ you guys are super helpful
ill eventually share what I got for settings once im happy with it
No problem
I planned to make a video on this stuff and just never did
😭
Literally just forgot and haven't had time since
omg
you mad lad
it really made a difference. Your rayleigh pointer
that massive white chronicles of Riddick exposure is gone....
🙏
thank you
No problem
Now, I cook lol
Hmmm maybe if I have a free weekend I'll do it, especially since I got a new camera
imo clouds are okay, people hate them but there are bigger issues
like no ssao
I do hate that there is no Ambient Occlusion
There is AO
Mcs default AO
However there's some weirdness with how it calculates in VV
But the general user likely doesn't even know what AO is or does so I put it as not a huge issue because majority don't notice it
My problem with vanilla AO is it gets calculated AFTER lighting. Meaning it causes strange sunlight dimming towards edges of blocks etc
The AO should be applied before that
The AO is basically being treated like part of the albedo texture
It's just strange because like in my Java shader for example, I do deferred rendering and AO is applied during gbuffers. And I defer my lighting off, but I haven't had the same weirdness in lighting that VV has at block edges even before swapping to proper SSAO
Idk if it's just a different between how bedrock and Java handle vanilla AO, or it's how VV does it
But it literally dims sunlight and stuff which just looks wrong
Night time is nice in your vv config. But day time is way too too bright and washed out
Is this bedrock?
He hates Neon Vomit.
Mhm :3
That's the summary at least, he hates Neon Vomit and wants all the precise colors.
I ported a Java world over to Bedrock and used Luminous Dreams v1.1 on it to see how it would look
When vv add colored light on glass 🗿
Damn. Looks so good I though it was a complementary screenshot from java
:O
Pog has been cooking LD very hard :p
And I'm cooking up a DOF in Bedrock (it's almost ready, I just need to connect everything and add the Overlay as a UI in the code).
Goated
If I get bored enough I might look into porting my JE shader to VV but that's already a REALLY tough challenge 😭
One thing I want every VV pack to do is to not use dark shadows. It looks ugly. Try to find a balance where they look good without the whole scene feeling dark
Thank goodness I switched my color grading to Hable, otherwise she would have killed me for trying to darken the shadows as much as possible to force god rays.
agree, too dark shadows are bad
Tbh you don't need dark shadows or high contrast for that
Lmao what do I have to say? You have hard to understand conversations
How did you achieve a yellowish color in the sunrise and sunset scenes overall?
No dark shadows and sharp godrays
what hable has to do with shadows?
I discovered that later btw
The way I used it slightly washed out the shadows and made them less dark.
This is my sunrise. It's mostly just sun color and color grading configs to get what you want. Color temps is also something that helps in a way, but it's something you don't want to mess around with a lot otherwise your colors could look way off
I use ACES btw
I decided to use it because I couldn't stand the oversharpening (Samsung's sharpness) anymore and had to rely on my shader at 50 brightness to avoid looking washed out.
I use a temperature of 4770 for color grading.
Idk I keep my temp at 6500
I think 6500 is the way to go tbh
For cold biomes I use a colder color temp, and warm biomes a warmer color temp
Very different vibes lol 😂
From what I know as an editor at Alight Motion, lower temperature means warmer and higher temperature means colder.
Is it the opposite in Bedrock? ☠️
I think so
It depends on if you have it set to white balance or color temp. With color temp it's lower value = warmer
I didn't know that.
Definitely
Ngl
same (they look dark because of auto exposure)
I probably have too low fog density to show these godrays tho
I don't like using a lot of fog
I did the color grading very saturated btw (All for the sake of making Hable's cinematic aspect more saturated, I even changed the colormap of the blocks, saturating them):
{
"format_version": "1.21.90",
"minecraft:color_grading_settings": {
"description": {
"identifier": "my_pack:default_color_grading"
},
"color_grading": {
"midtones": {
"contrast": [1.15, 1.15, 1.15],
"gamma": [1.0, 1.0, 1.0],
"offset": [0, 0, 0],
"saturation": [1.38, 1.38, 1.0]
},
"highlights": {
"highlights_min": 2.0,
"contrast": [1.0, 1.0, 1.0],
"gain": [1.1, 1.1, 1.1],
"gamma": [1.38, 1.38, 1.38],
"offset": [0.0, 0.0, 0.0],
"saturation": [1.5, 1.45, 0.8]
},
"shadows": {
"shadows_max": 0.4,
"contrast": [1.7, 1.0, 0.8],
"gain": [1, 1, 1],
"gamma": [0.8, 0.8, 0.8],
"offset": [0, 0, 0],
"saturation": [1.16, 1.16, 1.16]
}
},
"temperature": {
"temperature": 4770,
"type": "color_temperature"
},
"tone_mapping": {
"operator": "hable"
}
}
}
I've kinda figured out how to manipulate the system to get away with more fog
I can't really explain it cuz it's just a bunch of color grading related stuff that helps it not get overly bright
Fair enough
I think VVs fog is just too much on the simple side to get away with thick fog
I like the amount I'm using currently though
Imagine me, who hasn't even managed to get a measly God Ray yet, even with density and everything else maxed out (without blinding the background or anything like that, of course)☠️
What henyey_greenstein_g value do you use in your fog
{
"format_version": "1.21.90",
"minecraft:fog_settings": {
"description": {
"identifier": "pbr:forest"
},
"distance": {
"air": {
"fog_start": 0.91,
"fog_end": 1.0,
"fog_color": "#228B22",
"render_distance_type": "render"
},
"water": {
"fog_start": 0.7,
"fog_end": 0.8,
"fog_color": "#74ACF4",
"render_distance_type": "render"
},
"weather": {
"fog_start": 0.99,
"fog_end": 1.0,
"fog_color": "#22B822",
"render_distance_type": "render"
}
},
"volumetric": {
"density": {
"air": {
"max_density": 1.5,
"uniform": false,
"max_density_height": 80,
"zero_density_height": 130
},
"water": {
"max_density": 0.009,
"uniform": true
},
"weather": {
"max_density": 0.343,
"uniform": true
}
},
"media_coefficients": {
"air": {
"scattering": [0.15, 0.15, 0.15],
"absorption": [0.5, 0.25, 0.5]
},
"water": {
"scattering": [0.15, 0.15, 0.15],
"absorption": [0.1, 0.1, 0.1]
},
"cloud": {
"scattering": [0.01, 0.06, 0.03],
"absorption": [1.0, 1.0, 1.0]
}
},
"henyey_greenstein_g": {
"air": {
"henyey_greenstein_g": 0.65
},
"water":{
"henyey_greenstein_g": 0.75
}
}
}
}
}
🗿
I think it would be better if you sent the file just so the chat stays tidy
Ah
Js a moment
Here is it
I’m still waiting for DLSS and DLAA implementation, refractions, colored shadows, higher shadow and reflection quality, and AgX tone mapping in Vibrant Visuals.
Anyway, in my config, I’m going to work on the atmosphere and give all light emitting blocks and entities point lights.
ACES sucks because it shifts hues, compresses bright colors to three perceivable hues, and doesn’t follow the Rayleigh-Jeans law.
most people don’t care about hue shifts
So it doesn’t make aces bad in anyones eyes besides yours

There still are two other issues though. Highlights are compressed to cyan, magenta, and yellow, and it doesn’t follow the Rayleigh-Jeans law.


I don't care about Hue Shifting
i told this 3 times already
I forgot to mention that I also want Mojunk to fix oil water.
People argue that red shifts to yellow and blue shifts to magenta due to color temperature, but even infinite color temperature can’t shift blue to magenta. https://rapidtoolset.com/en/tool/kelvins-to-color
Convert kelvin temperature to corresponding color in RGB and other color formats.
just add fire to fix it
Hue shift your colors to fix it 
Impossible and impossible
Maybe with JS
With JS it's possible, although you'll have to create a new lighting effect using particles in JS
Not only is it possible, it already exists; sometimes you just need to increase the resolution or aspect ratio of the texture
Perhaps it would be possible to try creating something very similar using JS and adjusted tonemapping, Using Reinhard and something like that. Either Filmic and adjusting it, since AgX came as Filmic's successor, but it's really impossible
You're going to be relying heavily on Mojang adding it by some miracle☠️🙏
Literally☠️
Does anyone care about this? ☠️🙏
Bro, stop being such a perfectionist, it's Shader.
Btw, I don't support ACES anyway; Samsung's sharpness is terrible, but I think you should stop being so perfectionist about color grading in Shader
It's literally about trying to achieve perfection in color grading; it's designed to give the image a certain look and try to improve the use of lighting, not to try to have perfect colors
Your phone applies sharpness effect to everything that's displayed on screen?
looks clean af
oof ping sorry
No?
That's why ACES causes sharpness.
And brightness dependence at 50%
To avoid washing away the scenery, incredibly
Btw I'm going to sleep.
I'm exhausted from working so much on JS, now it's all about materials and everything else
I thought that's what you were referring to as "Samsung sharpness"
Ya
This is what ACES was talking about.
But now I just want to sleep.
Yes, I think Samsung cameras have oversharpening, even too much.
It's possible to see the edges of the oversharpening, it's so strong.
A lot of phones over-sharpen their cameras, and it sucks. It makes phone photos look very over-processed. That’s why I always take photos on my phone completely raw with no processing.
If I'm not wrong, Images that are sharpened too much can appear a bit weird
Brick


four







that's not me





