#Graphics General
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fr ๐ฟ
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-# Goodbye everyone, i'll take a break 7 days because i have a class in National Defense and Security Education
where does one save the cubemap edits in vv too? Ive no idea what the file path is
I know where the 6 sided cubemap pngs are, but no idea where to put the vv json
what do u mean?
you know how you have atmospherics, water, lighting, etc? Where do cubemap jsons go?
cubemaps folder.
rp / cubemaps / .json
thank you !


G(r)ay Garden
You're worked out so well!!!
Vibrant Viusaaaaaaaaallll
Looks good ๐ฅ
Viusal?
Visuals


u have just sent this after i sent my pics 

great skills
no. stop

Me and catgamer have same thoughts when it comes to cats :)

Now it's Dog General

๐
emoji_10~7:

Ya, i hate oversharpening.
Yo can i ask something?
Good
What is Global illumination?
Very good ngl, which resolution?
It is the standard illumination that the sun emits onto objects and that objects emit.
In ray tracing, for example, light rays hitting an object are typically reflected, creating this global illumination.
Oh, i look it look like ray tracing
And there's also the illumination itself that the sun emits, in addition to the light rays as global illumination.
And also the lighting of the blocks themselves, but that's ambient light itself so it wouldn't count for much.
If you want to know how the lighting in Vibrant Visuals works, for example, there's this Wiki, which talks generally about Vibrant Visuals:
https://minecraft.wiki/w/Vibrant_Visuals
Vibrant Visuals is a graphics mode that aims to improve the visual looks of Minecraft by adding directional lighting, physically based textures, pixel-aligned shadows, atmospheric sky, environmental effects, and various other visual features based on photorealism. It is built around a physically based rendering pipeline used for deferred lightin...
Oh no, we have :emoji_10~7: instead of :doggy_smurk: now



I like the third image
I see the graphics channel is being normal as usual.
I'm so far and so close to the DOF working gys๐ญ๐
Every time the blocks are supposed to blur and the focused block is supposed to focus, the code simply doesn't work; it always gives an "unexpected data version" error, no matter how much I change the JSON versions
I'm stuck searching for the perfect balanceโ ๏ธ๐
Yes, I discovered thanks to this experience that it was either my Fog codes themselves that were faulty or the biomes clients that were faulty โ ๏ธ
Skill issue โ ๏ธโ ๏ธโ ๏ธโ ๏ธโ ๏ธโ ๏ธโ ๏ธโ ๏ธ
Btw i don't going to fix it now; just from testing this several times and fixing bugs, my phone is already at 17%.
If RTX accepted BP, it would be fine.
But apparently it's not accepted, is it?
Need DOF in Bedrock itself btwโ ๏ธ
I miss DOF in Bedrock๐
This definitely gives shaders a huge soul; whether you like it or not, a camera without blur, focus, and without any charm for shaders is sad
Btw, when I finish this code it will be the basis for creating motion blur and much more following the same logic, including even an iris in Bedrock (yh, if I have the patience, I'll create something like that in Bedrock).
Interesting fact: using the same logic, it's possible to try creating path tracing via particles, emitting rays from the position of the sun/moon and creating particles of light and shadows. Otherwise, it would just be a matter of refining the code itself.
It's not the same logic as Path Tracing or anything, but it works like or similarly to Path Tracing, so I'd say that, or some other name if one exists.
And yes, it would also be possible to make the rays reflect when they hit the object; it would simply be "if the ray hits an object, create a ray from the object's position to the opposite side" and the rest would just be refinement. Or something like that. You could also set a limit on the number of rays, or let them go infinite until there's nowhere left to bounce, and even how many rays are released; it all depends on the raycasting capabilities.
And states, and many overlays and particles, and whatever, u understand.
How are doing DOF?
Why not?
The code is fine, the problem is in the interconnection, mainly the versioning. I'm trying to find the correct version for all the JSONs (and I'm using a script to change them all at once so I don't suffer for a day).
@pale urchin Do you know how to solve this? I'm trying to change the version of all the JSON files and I'm getting the same error. Molang is at 1.21.40, the custom blocks are at 1.20.10, and the BP is at 1.20.10.
I didn't know that Bedrock's RTX Shader supported BP.
Why not?
I don't get it
Bcs they don't even have Sky Color in this type of shader.
Because sky is a texture, that's why
And you can't create a sky using textures in BP + RP?
You can't change this texture
But you can overlap.
Some screenshots of a players builds I had the pleasure of checking out.
Everything was 100% survival (I was earning achievements while I toured around)
as do series S reflections
:<
tbh console reflections in general are pretty terrible.
they dont affect performance in any noticeable way from off-Ultra.
so why dont we have PC reflection config
picture of the custom Ocean monument barely has reflections - on console it would literally have nothing
possibly my favorite RTX ss
yeah i don't get it.
If it's a performance concern like
it's fine just let us do it anyway
consoles are held back so much on bedrock.
you're able to set your settings way higher on a 10 year old PC than a current gen console, and it runs perfectly fine.
either bedrock optimization on consoles is just terrible, or it's being held back way too much.
nah but fr.
the guy that did those builds - Runs a potato with rx580 i belive he said. yet he runs Ultra settings with VV
yeah i'm on an rx570
so yeah, no reason for why my PC runs bedrock so much better than my current gen xbox. The recommended RD on PC is higher than the max on console.
reflections on PC are great and they suck on XSS
and what FPS do you get, say 75 Res, Bilinear and All Ultra settings ?
the only thing xbox does better is point lights, and that's only because they recently arbitrarily limited how many can show at once to apparently be based on your hardware rather than listening to what you set in your settings.
hold on i'll check
solid 30
which, okay that isn't as good as 60
but that's with everything maxed out at 75% resolution
and 30 is what many games run at even on current gen
what was render dist? nvm, looks like 20-24. same as console
and even still, the performance doesnt scale properly.
S|X holds 60 at 50 Res with everything maxed. and hits 30 when looking at water.
on top of this - It also runs reduced configs compared to PC.
Oh, what CPU aswell ?
28 chunks, i set everything to max besides resolution
if i set everything to high instead of ultra, and lower my RD a bit, i get 60fps
the Series X pc equivalents - are a RX 6700Xt or 2070 Super.
and a underclocked ryzen 7 3700x....
How the fuck does it make ANY sense - the performance of the Series X or even S.
exactly.
Even the series S should NOT be weaker than my PC
I can do 76 chunk RD on my PC in fancy. Why does console max out at 36?
sure, 76 lags a little
mine maxes at 90 last I checked lol
not much but yeah its a bit below a solid 60 (probably can do solid 30 though)
yeah, depends on the hardware
I have a weaker CPU. but stronger GPU
r5 3600 at 4Ghz and 3070TI.
But even then - series X shouldnt have 1/3 of my max render
exactly.
sure, at max RD, the game doesn't run too well
actually doesn't even seem to hit solid 30 for me
but even then it isn't unplayably bad
and you'd usually use max RD for screenshots, or for looking for structures/biomes around you
rather than for regular gameplay
so, having frame drops is completely fine for it
I get a solid 16 FPS at 1440, 96 chunks
which like, not ideal sure
but if you just want to take a screenshot, it's fine.
or if you want to see what biomes are around within a 1500 block radius of you
certainly also would help keep world file size down since chunks are only saved if you edit them or spend longer in them. And since consoles limit your total file size for worlds, that's pretty important.
all things considered - Console performance makes absolutely 0 sense.
we could have PC vv configs for most stuff. we could easily have 48 chunk render. and We could do EVEN MORE if the game wasn't forced to render at fucking 4K!!!!!!!!!!!
i think thats probably one of the biggest factors relating to poor console perf. forced 4k render
what the
what? lmao.
& original wasnt fully loaded.
this is FULL 96 chunk all rendered
Why 16 fps
tbh idk. maybe its the 3070 - maybe its something to do with CPU.
more likely GPU tho since if i look at the sky, or ground I hit 60/80
nvm - 120/80 lmao
looking straight, Up and Down.
what do you get at 96 chunks ?
yeah.
i don't get how they still haven't thought "hm, should we add a resolution setting for current gen consoles"
I'd much rather have a higher render distance and better VV settings than 4k on a console that doesn't even actually display 4k
we have a resolution slider.
but it downscales the image.
what fucking use is that? LMFAO yeah - lemme play with 4k perf but the visuals of 720 or 1080p like tf ๐
yeah but even then, it's percentages.
a resolution render % slider (with it upscaling to target) is fine, if we can also select target resolution
but we can't do that
also it's not even proper 720 or 1080p because some stuff at lower resolution % still renders worse.
vs if you just natively have a lower resolution
a native 1080p looks better than 4k at a lower % that's still theoretically higher than 1080p
percentage display isnt an issue tbh.
But yeah - it should be an upscale slider. not downscaling.
default render - 1080p. then allow render scale to upscale to max 4k.
maybe? idk.
i just think we need both settings.
"target resolution" and "render resolution"
target resolution being 720p/1080p/4k
and render resolution being current slider
if i want to run the game at 720p, let me
let me run it at less if i want to even.
on console actual render resolution should be determined by console display resolution.
i think most games already do that
could be wrong tho
default sure but imo we should still get to lower it if we want to
you could, by lowering your console display res and reloading the game.
series X allows you to go down to I think 480 depending on display
then upscale slider for example with Bilinear - would make the image fit your full screen
I really dont know why this isn't a thing already
It depends on the console, since the Nintendo Switch, for example, has a processor that's 5 years old, but for the PS5 and Xbox it makes sense.
Do you have an anti-aliasing option? WHY CAN'T WE HAVE THAT ON OUR CELL PHONES?๐ญ๐
And what was that supposed to do? โ ๏ธ๐
If you want to reduce the aspect ratio, reduce it on your computer or use Lossless Scaling.
And the phones along with the Nintendo Switch die because of this โ ๏ธ๐
I'm still waiting for DLAA support in Vibrant Visuals
Deep Learning Anti-Aliasing
I'm also waiting for DLSS support in Vibrant Visuals
Deep Learning Super Scaling
so why do basic vv mer files in vanilla pack only use roughness and not say, metalness or normal maps, They just do bare minimum or?
also, should one use metalness and roughness in metallic blocks? Pain in the rear trying to make it look right with both on.
Just use pbr.json, or insert values instead of using textures.
โ ๏ธ๐
im so new to this, im gunn have to research how to do what you just said ๐ thanks for the tip! Ill try that out
im basically using blockbench for this stuff
Don't worry, i'm also working in a new environment (JS and BP) and i know how it is ๐
My render distance maxes out at 96 chunks for Simple graphics, 96 chunks for Fancy graphics, 28 chunks for Vibrant Visuals, and 24 chunks for RTX. I average 120 FPS with Vibrant Visuals at 8 chunks and 150 FPS with RTX at 8 chunks, so I have no idea why Vibrant Visuals allows for higher render distances despite looking worse and being less optimized.
An AMD Ryzen 5 3600 and an NVIDIA GeForce RTX 3070 Ti is not a good combination.
im talking about console. Dont jump into convos you dont understand?
okay? cool.
never said it was. Maybe, like the other person - dont jump into convos you dont understand
(even still, its not a bad combination)
I can run ANY modern game at 60FPS + with max graphics. CPU being the only thing holding me back from 100+ in any game....

A weak CPU and a powerful GPU is not a good combination.
how many times do I need to say the same thing?
Where did I say "it is a good combination"
I can run any game at more than decent frame rates.
that's all that matters.
and AGAIN - The topic wasnt "how good is your cpu/gpu combo"
Why the sky is yellow
This pink sky is also a fog
So why it makes sky yellow ๐ญ
i don't see that's pink
Okay, the sky is not yellow, but why it looks yellow
Idk what colour is this
because there are mountain
and it was hidden by the fogs
i had no idea
Okay, but it's still hard to imagine for me ๐ญ
only me can do that
Yeah, because I can't imagine that big mountain that covers all the screenshot lmao
i used lowest FOV
and some trick to take that screenshot
Me can't use distance fog
that's not mine distance fog too
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What is this channel, Graphic general, Cat general, or Dog general?????
polished granite
Huh, I would not have expected polished granite to have a surface like that. Rather, I expected it to have some upper clamping, so that the majority of the surface is uniformly flat, save for a couple of pits that are sporadically placed.
Well, I actually wanted to make it like that, because this is realistic vanilla, so I wanted to make it a little different from full realistic ๐
MORE CATSSSSS!
What does "convos" mean?
good night :v
Short for "conversations."
good night:)
Conversation
Ah
RTX 50 chunks render distance
ertex๐
RTX 50 chunks render distance
The sky looks oversaturated
I will never return it back.
Its bluer than irl sky
Becuase it is the trailer resource pack
Another resource pack, same location
Fogggg
I think I was in the cherry biome
It is kinda weird that i can how the area below the horizon transitions to a darker blue
CATSSSSS
I liked the sky.
Eritexis
FINALLY, GODRAYS! (It was a code structure error on my part, which is why the fogs weren't working, at least most of them weren't.)




netherite_block
Oh dope. I wonder if the actual talk itself will come out too
Oh wow it mentioned why SDGP got canceled
Regardless there's some really cool stuff here
The custom shader pipeline is quite cool. DragonFX is neat. It kinda reminds me of Unitys thingy that I can't remember the name of
Shaderlab that's what it is
Also the shadow/reflection quantization code is cool stuff to see
Might try implementing it for fun when I have time
i wonder how is it difficult?
because this is the first time i had heard about that

First time any of us are hearing about it
But my wording was bad
It's not a custom pipeline for us
It's more so a custom shading language
I misspoke before
Custom shading language based on GLSL not shader pipeline
i see
Now it would be cool to see some kind of api or something that lets us modify this stuff or mess with it
For example a way to make custom files using DragonFX and create custom shader programs. Something like the scripting engine but for shaders. Would be cool
yes it is
Trailer ig
Looks like mojang doesn't like hue shifting

I use Hable,
@scarlet gust We will never have our favorite color gradings ๐ญ๐
Likewise, we used Hable for Actions and Stuff as it had the most interesting color reproduction, without being blown out like aces
I agree, it has a very interesting color reproduction for a cinematic aspect, for example. Its only problem was saturation, but I managed to correct it with color mapping and several other tricks in Hable
It looks like true color grading.
trying to make an addon (only test)

nuclear radiation
Don't tell me how I did it, I just did itโ ๏ธ๐
It's possible to make a mod using this radioactive accident fog already.
โ ๏ธ๐
I was so desperate trying to get Godrays without realizing the biomes were malfunctioning that I ended up creating this monstrosity.
better use godrays 0.018
"Radioactive Fogg"
Why do we have to tell you how you did it if you already know how you did it?
Maybe he set the fog intensity level to a very high value?

i used 0.15 before
the crazy part is that it isnt even that bad lol


at least my 0.09 isnt that bad
Use 1.0 is perfect
this is the biome im using that in
Woahh
Thats insane
It does

idk maybe i just did some magic
Unbelievable.
i spent a long time making a color grading config that basically fights against all the fun problems of aces
thin but good
Good
I use, I use, 0.45 minimumโ ๏ธ๐
Thats like
Way about the recommended value
i still question what catgamer is yelling about with "oil water" VV aint got no oil water ๐
This is the minimum; the normal range is 0.90+. I'm adjusting it now to 0.60-0.75.
And it's generally for "milky" climates, like cherry biomes.
thats ALOT of fog lol
True
althought i cant talk cuz my java shader has been crazy with fog until recently
I think they're referring to the appearance of sky reflections on water, when sky intensity is very low #1182091012177399809 message
I NEED godrays
You wouldn't even need to crank up the bloom intensity to get blinded then
possibly, but that would be a fault of the pack and not VV
Yes for sure
but you can get them without making the game unplayable
I think it's playable 0.45
Also, now that we can keyframe it, there is really no excuse for not fixing it in the VV pack
Like, it's not bad in the Cherry biome for example.
afaik that image he keeps sharing btw was on full low settings on mobile on a pack that wasnt fully finsihed
like the creator of it was still figuring out vv stuff
Okay...
But what about other biomes?
It's at 0.5 for example.
I'll adjust it further, like the forest one.
I'll adjust it between 0.45 and 0.75, I'll test 0.75 to 0.69 in the forest biomes now, and I also changed the fog color in them, as it was covering up the sky color.
Not that Cherry's doesn't already do almost that, but you get the point.
Hm
idk i get the same godray crispness with 3x less fog
But the climate is completely different.
It's more "artistic" here if you look closely btw
its your pack youre free to do whatever you want lol. just giving out suggestions.

i used to mix colour with scattering and absorption uses the same value;)
0.2 of course
rtx fog is VERY sensitive
like small values are a must
now one thing that would be neat
and i think vv used to have it
is an tuneable ambient value for vl fog
im gonna use my own shader here for referencing this
direct scattering only vs direct scattering + ambient
oh my goodness 
This is definitely not Fog now gys โ ๏ธ
Fog's value is lower than Cherry's and it's radioactive gys โ ๏ธ๐

direct scattering only vs direct scattering + ambient
im still working on a good tuning for my ambient value
but it adds alot
same order, its a bit less noticeable here but it helps add some atmosphere back into the colors
i also should check if im doing scattering integral correctly
ok my scattering integral is correct
Now I prefer without ambient
im still working on how i want to integrate the ambient factor
and how strong it should be
im just kinda showing the whole like, it helps thing
without it the fog feels very flat (in my implementation)
Btw, if you are open to ideas for potential improvements, you could add something to make shading more directional, which should help in cases like on this screenshot. Maybe just the vanilla directional shading for ambient sky light, or you could do something fancier with making diffuse brighter and more yellowish when pointed towards the sun. Could also use spherical harmonics for that, I imagine that you can bake the SH coefficients for each time of day into a texture and that'd give you a physcially based ambient light that accurately represents the light from atmosphere
i currently am only doing default mc skylighting
but i want to do some kind of SH in the future
i just dont know anything about it
i do some kind of directional lighting with my voxel floodlighting. i might try and take some ideas from the mojang paper because im legit having the problems they described with rgb propagation lmao
but im still very new to that whole thing
i might look into how unity computes SH and base it off that
afaik they do SH9?
i wonder. i could probably push the skylight a bit towards the normal, similarly to how i do the voxel lighting
which might give it some directionality
hm but the lightmap doesnt exactly provide a position
mm yes
SH just seems like the correct answer
Are you using this method for the floodfill propagation? https://www.shadertoy.com/view/NtcSD2
You could give it a shot, it seems to not have as much issues with rgb propagation artefacts
Probably will give it a go. What I'm doing right now is like bare minimum
Donโt say the magic word 
ive got something working. it takes some ideas of SH where it samples multiple directions around the normal
it still uses the lightmap for attenuation tho
but it has directionality and uses my actual sky for coloring rather than hardcoded values
remake of that shot from earlier
Woah nice, that did help a lot with that issue it seems
Does it look any better during sunrise or sunset? Like do you get more vibrant ambient diffuse?
this here is time 0
let me do 23500 which is like early early sunrise
im still working on general intensities
23500, 1000, 6000, 12300
i desaturate it a bit tho cuz the colors without that were SUPER saturated
default saturation, and the -25% skylight saturation
might only do a -15% still figuring it out
i like the new skylight though because it actually samples my sky so it gives a better representation of how the skylight should look
Do you include fog when sampling the sky? Maybe it is so vibrant cuz the fog is skipped entirely
yea fog is skipped
which yea thats def why its more vibrant than it should be
eventually when i do a rewrite of all of this i will probably look into drawing fog onto more effects
actually it may not even be that hard to do that. hold on
nvm that was a bad idea
It's understandable why they don't like hue shifting. Hue shifting makes bright colors look terrible.
Although I still don't see why they didn't implement AgX, since that tonemapper doesn't have hue shifting either.
Actually, that screenshot was with Solace Natural at Ultra settings on mobile, but I still have the same problem to this day with Cat Visuals at Ultra settings on my PC.

Mm yes hue shifting

Red is shifted to orange and blue is shifted to purple in that screenshot.
That's not hue shifting :p
Idk if it's even worth trying to explain what is happening
You made every block emissive
Looks like hue shifting to me
No I didn't
What you are seeing there isn't emission
Those are normals
Raw normal output
That is getting mixed with lighting and the base texture color
So yea there's no hue shifting because of tonemapping
Lmao
It's literally JUST colors blending
That's it bro
I literally just made a mistake and then every normal on screen was drawn in color
Hable top tier.
But we won't have AgX ๐ญ๐
Just modify vv tonemapping materials ๐ฟ
Unofficial and not allowed โ ๏ธ๐
Not to mention that I'm mobile โ ๏ธ๐
It's impossible to do this on a cell phone โ ๏ธ๐
The downside is the oversaturation, but otherwise it seems to be the best Minecraft Bedrock game.
You can use lazurite on android ๐ฟ
What is that?
How do I do that?
End with sun lmao

Mangrove swamp
Flashbang ahh rays visuals
I can't to rain in the end without modifying the biome, dang it

Goated

Do y'all know what that means?... Mojang will HAVE TO update RTX shader code, in order to fix it... This would be the first time RTX code has been touched, since 1.21.0 when some subsurface scattering code was added (probably unintentionally)
End fog stuff
It's a bit less cool than I was expecting but it's still cool that fog is stronger while the dragon lives
At the end you can actually see it change when the dragon dies
Really hoping that it is data driven
Same
For all we know it's just a multiplier ontop of current fog
But it would be cool if it is
I would like DOF and Uchimura in Vibrant Visuals.
Speaking of which, I have to finish my DOF code and make the refinements to activate the overlay when the code is activated and make the camera follow the player.
textures are weird now
Havenโt those seams always been there?
At least for randomly rotating blocks
I might be tweaking then lol, but I swear I remember weird texture seams being a thing in heightmaps for ages
Is this also affecting normals, or only heightmaps?
What about blocks with no height map?
idk
it's an issue with heightmaps
They probably didnโt change the normal generation via heightmaps to account for the padding changes or something
Even if they touch RTX code only to fix this issue, I will be happy anyway. Also, It was said that top rtx issue might be fixed in the future (#1182091012177399809 message) - my english knowledge doesn't allow me to say a lot. If they do something with shader code, it is going to be the perfect opportunity to fix other shader-related bugs, isn't it? I mean, I don't think they will fix anything but this bug with textures not loading correctly, but I mean there is a small chance that's going to happen.
RTX revenge lmao
Atlas issue, this happens with custom blocks not having a special "edge"
I use this as a feature for my addon
It gives cool edges to some blocks
To fix that you only have to draw the same heightmaps next to where the edge is
It's difficult to explain
This edge
Now that I think about it is not really a bug
Maybe in preview
it's an issue on even 100% smooth heightmap
What's also terrible is that the texture of the grass is never perfectly aligned
Aaaaaaaaa
You can fix that easily
Like?
It also depends on the texture
True
I would not expect emerald blocks to have a texture that coarse. The texture I would expect an emerald block to have is a polished translucent glossy texture.
Ok
Actually, it doesn't have to be smooth, you can make it rougher according to the character of the unpolished crystal.
I would both support it and not support it.
Ok
Ko 

Strawberry Cloudy Visuals (in development)

So beautiful
thank you
Mojang doing good ๐
Lucky it will get patched next preview, but it is so beautiful
How would one go about making a flat color material?
I want to ignore all lighting and ambient occlusion and whatever else there may be. I don't use materials much
dis for a particle
making a custom cubemap but it appears that when the particle origin is in a block the whole thing goes dark
I'd also like to know how to fix this ambient occlusion on the corners and edges
Also just noticed sunlight also appears to "shine through" the particles...
This could be fog
You may be correct, I tried a material that supposedly removes fog but alas it no work
Yeah particles are very limited when it comes to materials. You can either use entities, in which case this thread should be helpful https://discord.com/channels/523663022053392405/1118866635864940574
Or, you can still use particles, but make a sphere out of them rather than a cube, so that all particles are affected by fog equally rather than having it concentrated around the cube corners
Thank you :) I might try out the sphere option

A very difficult question to answer: how does this not freeze or lag?
hopper golem
upper golem 

How come this doesn't lag? โ ๏ธ๐
Goated
due to optimization
Even if it lags, it's not a problem as long as you don't force close it. :v
My phone asking for the 3637373827292710830383028292929th time today to update, forcing the phone to close the game:โ ๏ธ
for this I have limited it so that smartphones can still use it (in other subpacks)
By the way, my phone probably wouldn't lag, only the RAM would overload and the phone would close the update app to ask for an update, forcing the game to close and corrupting it. (I go through this kind of experience every day testing my shader; the difference is that I don't know how, even with the shader weighing over 200MB just in subpacks it doesn't corrupt in the game.)
In this case, it's kind of a cycle: RAM runs out - Dumb Android - Deletes the app that asks to update the system from memory - Tries to reopen it as well - Forces the game to close, since it's an "essential" system app.
So he closes the app, regardless of which one it is or the situation, and opens himself up.
Oooh i love this
Eager to get around to figuring out how to make godways a more noticable thing in my own pack. So far, i only know it has to do with fog ig?
I used 0.45 to 0.5 on the fog lights, which is higher than normal, I know, but it seems to have worked well after some adjustments. (Testing while I was testing my code for DOF in Bedrock, the code isn't finding the textures so I'm going to redo the JSONs via Python script to code find them correctly)
If you find the color too strong, you can adjust it. Here it's in the forest, so I adjusted the forest biomes to a blue close to green to make it look like this.
It's so close to working, gys, I just need to adjust the radius of the Frustum Culling (I've already adjusted it) and this "skill issue" of mine with the interconnection to find the textures; the code is only working in the preview, unfortunately
It really has lovely shades to it, great work! Ill give the fog light idea a spin for sure
Fish
I want to eat



RTX ON FOREVER
ertiex :D
RTX
RenderDragon dimension
eritexis
RTX textures bug more fits to renderdragon dimension than missing textures lol
We don't see game using block atlas intead of one texture every day

Ocean
Why so many vv... im dying
Because vv is good
Fancy is good too
Nah
Yeah
If you make fancy brighter it becomes vv btw
I had an issue when my game suddenly became brighter for some reason. The background is fancy, but imo it looks like vv
Just less shadows and something something
Now I wonder what happens if I make rtx brighter lol
It looks nothing like vv
For me it is
I thought I had vv on for 10 seconds
Ts is good ngl
Hell NAAAAHHHHHHHHH
Btw I'm ngl it really does look lowkey, that's because the Minecraft default is a sh-
For a second I thought someone had recreated the physics mod in Bedrock; the snow looked for a second like a square with circular edges on the blocks.
i don't know
i don't care about details at all
i also don't care anything
if it makes me happy, that's completely fine
ive never seen such a pleasant looking blue sky in vv
No it's not. (Image of VV for example)
everyone has different taste


Better Mipmapping
Have you noticed that when RTX or Vibrant Visuals is turned on, animations get stuck on the first frame when you're too far away? That's because those animations are controlled by a flipbook texture and a mipmapper, with the mipmapper instructing the flipbook texture how far away it can play. This can have slightly better performance and slightly less noise, but it can be really annoying when animated blocks don't work at a distance. For example, if you're using a resource pack that relies on flipbook textures like Gaming RGB Sea Lanterns, you'll know how annoying it is that the Gaming RGB Sea Lanterns become red when you get too far away from them. As a solution, I created a resource pack that fixes all of those issues by completely disabling mipmapping. All RTX and Vibrant Visuals users should use Better Mipmapping because it unrestricts the distance that flipbook textures can play, shows the true potential of flipbook textures in RTX and Vibrant Visuals, and barely reduces any performance for all of these benefits.
bruh
bruh
What did I do wrong? It's just a simple resource pack that disables mipmapping.
Bruh

You didn't do anything wrong.

๐ฟ
Better RTX?
I love Better RTX shadow, the shadow is sharp at first, and fade when it far from the object. Like irl. And none of Java shader can do that (maybe)
How about sky


Ya, It's good, it's just very limited as a programming language.
Theory โ Result
Biggest enemy of my DOF code
Preventing my code from working ๐ก (just kidding, btw this really does prevent my code from working, but they're different proposals btw so nuh uh)
is it just me or seagrass is a bit broken?

Probably a mipmap bug or LOD rendering issue.
RTX revenge
hi there, I have an edited map and applied some wave effects to the water, but why in some regions, specially where there are borders where the blending happened the water becomes like this?
any idea?
it even do a curve....
Lol
this is because wave blending between biomes isnt 100% perfect
theres no way to fix this right now unless all biomes have the EXACT same wave config
thank you, will try it
great, that fixed, thx again ๐
This happens to me too, I've never been able to solve it, it just happens.
Exactly the same with me.
yea false positive, I though it was fixed, but dont, was just looking on the wrong place =\
The most you can do is ride the waves, btw, nobody wants that.
Including me
But it's annoying because it's not hard to see.
no, it was not false positive, indeed I had 3 different oceans in a small area, after created all variants using the same water settings the glitch textured on blending area was gone
@graceful iron I happened to notice that you didn't make an MER and normal map for yellow terracotta, so I'm doing it for you.
bruh
@graceful iron I fixed your yellow terracotta MER and normal maps.
You forgot to do them.
Thank you
Yeeeaa that's one of my favourite vv
Stonebrick
i have free time because i'm not going to College for a week but i don't know what should i do with textures 
Experiment with PBR

Reconstruction of the finished normalmap ๐ฟ


Birch log
replace the wood pattern on the black part of the birch log by editing the normalmap

I think im having a problem of the mers and normal textures replacing or underlaying behind the regular texture
Only when in combination with specific addons
Idk why they do that tho
Something is fucking with the way leaves render
But idk what
Especially considering that the bushy leaves dont use the regular texture sets
I will deal with this bullshit tomorrow im tired

Only in world
Doesn't affect item hotbar
Ts look good
Thank
I want those textures ๐ญ๐ (js joking)
Wait release later
Has anyone gotten this type of bug
To make sure the bug is in the shape of the leaf, you can try placing a leaf block floating so the details can be seen.
I know it is definitely with the leaf and the tiles
Specifically the bushy portion
Which i think is 1xsomethingxsomething
Idk if that has anything to do with it
Considering the tiles are 16x1x16
Thanks! and because of that is semi-cloudy theme
i've rewritten old project
in 2 hours and released it
Yes semi cloudy because have colored fogs

I've mentioned this various times before but I'm gonna bring it up again
Around 1.21.80 TAAU changed and became much blurrier than in previous versions. I'm gonna share two images, both are 1440p 75%. Old TAAU what much sharper so I'm curious what changed or why
Left is 1.21.70 and below, right is current
Same order but even more zoomed

Again this is 1440p 75%. There should be no circumstance that it's this blurry
i see
blurrrrr

Bad eyesight moment
vv needs a new pair of glasses
uh huh
nice PBR
On terrain ๐ฟ
i fixed 

Why is the baby villager looks like this

Realistic colors?
I prefer the old one.
I prefer the old one too.
That's the point I was making
Old one was better
New one is too blurry especially for the resolution and percentage
It's one of two things: either they're testing the blur that was incomplete in the app's Shaders, or they're optimizing TAAU.
My guess is they tried to adjust TAAU for stability over quality
Which really didn't equate to much because the old TAAU was more stable than current 
New one struggles with clouds and has some weird color artifacting
I had a video but cannot find it
This here shows the color issue and if you read above too
I do have a theory tho
Recently it's been found the stock DLSS that ships with the game was updated to DLSS 4.5 from DLSS 2.1 last preview. Wondering if maybe other upscalers/AA are planned
Or it's because they gotta fix RTX and DLSS 2.1 doesn't work on 50 series
Bilinear is better than TAAUโ ๏ธ๐
yes and no. the lack of anti aliasing with it kinda sucks
where imo, if you can run native, just use native
but its definitely better on mobile where you cant notice it as much
TAAU is already blurry and with the smaller phone screen that needs lower res counts, it just gets BAD
and bilinear is a bit cheaper so its nicer on phones
Is hell cheaper
With TAAU, the FPS drop from 30 to 20 in seconds.
which makes sense
bilinear is just simple scene downscaling with nothing special behind it
TAAU is both anti-aliasing and accumulation.
so it smooths out the image, then further improves image quality by using information from previous scenes (which also helps with denoising). Its a great technique when done well
but like obviously for mobile, may not be the most ideal
i have a question
so
im confused on what value ur supposed to change to get โtrue darknessโ, like so you actually cant see in an enclosed lightless space
how do you do that, i had a pack that was pretty close
what do u mean mate?
can u explain it
if you have no direct light sources, no moon or sun, like a imagine ur in a black box. most vibrant visual packs have it so even then you can still see and makeout blocks when it should be almost pitch black. i had a pack that was one of the only ones ive seen that had somewhat โtrue darknessโ and im wondering what value is to be changed to affect that
nvm i found it
but itโs hard to only get the very darks, dark
id figure tweaking midtones would fix it but it has only minimally
ok


just modify contrast
Lighting detection fixes when 
for clouds?
yes
what do you mean by "Lighting detection"
i think i forgot how to call it
How did you do that? What's the fog settings?
nah try on time set 12500 or 13000
for example bug
I still don't get it
easy
i tried 12500 and it worser
for example, this is the default Vibrant Visuals, in this photo the bug is not very clear because the color of the sky and the clouds are almost the same, but if you look closely, it looks like the sunlight doesn't penetrate the clouds or in simple terms the color of the clouds remains gray and doesn't follow the color of the sun
u can see the clouds
the shadow looks really weird
Actually the main problem is not the shadow but how the clouds react to light.
why should it follow of the sun

simply because clouds are not solid objects (reference from freepik)
clouds are also not blocky irl
yeah i know but minecraft clouds are also derived from real world cloud references but using a blocky concept, so light should be able to enter too ๐
yasss
an example that light can still penetrate even though it is not perfect

With uncanny?
suitable
i thought it's dead
but i've revived 
rewrite in 2 hours
then public ๐ฅฒ
i love rtx now
Nah i want update Strawberry cloudy

Way twacing extweme
Atlas tracing
But I can simply use minecraft release so I don't have this issue for now

Will u continue hating it when this issue is fixed? 
hate what
Rtx
Yeah, ill hate vv too until rtx gets sss and custom sun angle
And maybe fill entity PBR idk
so you will hate it always
New dirt texture (on PBR)
guys is there a way to make a mod vibrant visual compatible
my visual settings is set to vibrant visuals
but when the mod is applied it auto sets the visual setting to fancy
To make your pack compatible with Vibrant Visuals, your manifest.json has to have:
min_engine_version: [1, 21, 120] or highercapabilities: "pbr"
@barren sedge
Ohhhhh
Thankuu
idk where to put the other option
min engine ver is 1.21.130
{
"format_version": 2,
"metadata": {
"authors": [
"kenzo"
],
"generated_with": {
"bridge": [
"2.7.54"
],
"dash": [
"0.11.7"
]
}
},
"header": {
"name": "Ancient relics",
"description": "ehe",
"min_engine_version": [
1,
21,
130
],
"uuid": "c083d065-1b93-411b-aad5-c82a5cfe88d6",
"version": [
1,
0,
0
]
},
"modules": [
{
"type": "data",
"uuid": "71643fbf-ac94-4dba-a8c6-ef92cd0c084e",
"version": [
1,
0,
0
]
},
{
"type": "script",
"entry": "scripts/main.js",
"version": [
1,
0,
0
],
"uuid": "0c3665d1-9fcf-4c34-823d-d33e167a86b6"
}
],
"dependencies": [
{
"uuid": "33272795-ef75-4f7c-8bc7-7dc15e8d91dc",
"version": [
1,
0,
0
]
},
{
"module_name": "@minecraft/server",
"version": [
2,
1,
0
]
},
{
"module_name": "@minecraft/server-ui",
"version": [
2,
0,
0
]
}
]
}
At least until rtx issues caused by vv are fixed
Actually hell no RTX is so cute
Love this cutie
Controlling visuals of biomes is also fine with volumetric fogs
Creating green ambience, for example, is still easy
I usually use this to create clouds similar to the BSL clouds in Java.
"create" in this case
It's not bad, it's just the color that's bad for the biome.
For me it is. There is nothing hard at colouring sun rays and using absorption
hi does anyone have like a full โtemplateโ pack that i could just use to edit the values? im too confused to start a pack on my own
also idk if this is normal but if i edit an resource pack in my files by just editing the text too many times, itll stop working?
i dont think its from a typo breaking it or anything
Mob maze - fancy VS vv VS RTX. No RTX resource packs - using PBR and fogs given by server. So everything is fair.
In this case, i prob choose fancy because the server is designed for it at first. It somehow has PBR textures. Fancy keeps the style of the place, vv kinda adds some shadows and cool stuff, rtx makes it realistic
However, playing with RTX in mob maze was actually fun
Looks funny enoughhow rtx and vv work on Soul Steel. The server uses ugly looking distance fog, was prob made for fancy
I also want to test RTX in The hive, but i can't join this exact server lol. Ill have to struggle with my network to make the hive work lmao
What kind of settings did you use?
0.25, the problem was that it was supposed to be like that, but I don't know at this point if that's already an atmospheric bug or something else.
Yes, image 3 is correct, I planned the fog like that too.
Default normalmap (Vibrant visuals)
with normalmap reconstruction (Vibrant visuals)
with normalmap reconstruction + POM (Java)
Why the heck are you using the default DLSS version?
I like the RTX version the most, but DLSS 2.1.16 looks terrible.
DLSS Swapper lets you swap the DLSS DLL to any version.
By the way, I heard that a Minecraft preview update uses DLSS 310.5.3 instead of DLSS 2.1.16, so I might no longer need DLSS Swapper in the future.
Just use height maps. They're better than normals in my opinion.
in that image, heightmap has been used (with a different method)
Hmm clouds effect
My 9th cloud

if i have to continue i might be dead
the shape is quite good

i've tried very much time
and i used 512 x 512
Idc bro which one I use. Objects always blur in the far distances because your eyes have limits.
Rtx in preview doesn't work in general
By the way
They updated DLSS to 310.5.3 in Minecraft Preview
Another RTX update soon?
Bro rtx doesn't work in minecraft preview in general ๐ญ
Then why did they even bother to update DLSS
Prob for 50xx GPU-s
Because the issue with textures is not fixed.
And will not be fixed in the next preview
I mean, it works, but it is not ray tracing, its atlas tracing



