#Graphics General

1 messages ยท Page 42 of 1

willow needle
blazing whale
#

fr ๐Ÿ—ฟ

limpid sequoia
scarlet gust
#
poll_question_text

MORE CATS

victor_answer_votes

3

total_votes

5

victor_answer_id

1

victor_answer_text

YES

wind pollen
#

๐Ÿ—ฟ

limpid sequoia
willow needle
#

relax at sunset

limpid sequoia
willow needle
limpid sequoia
blazing whale
limpid sequoia
limpid sequoia
#

-# Goodbye everyone, i'll take a break 7 days because i have a class in National Defense and Security Education

wise hinge
#

ok

fossil otter
#

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

fossil otter
#

you know how you have atmospherics, water, lighting, etc? Where do cubemap jsons go?

wise hinge
#

rp / cubemaps / .json

fossil otter
#

thank you !

limpid sequoia
wise hinge
limpid sequoia
limpid sequoia
#

G(r)ay Garden

wise hinge
limpid sequoia
#

You're worked out so well!!!

wind pollen
severe grove
severe grove
wind pollen
#

Visuals

wise hinge
limpid sequoia
limpid sequoia
limpid sequoia
#

great skills

wise hinge
#

no. stop

limpid sequoia
#

This is Graphics General or Cats General dawg_smurk

#

vote ban

limpid sequoia
wind pollen
#

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

wind pollen
limpid sequoia
severe grove
limpid sequoia
limpid sequoia
rancid seal
limpid sequoia
quick beacon
limpid sequoia
half nacelle
#

Ya, i hate oversharpening.

severe grove
#

Yo can i ask something?

half nacelle
severe grove
#

What is Global illumination?

half nacelle
half nacelle
#

In ray tracing, for example, light rays hitting an object are typically reflected, creating this global illumination.

severe grove
#

Oh, i look it look like ray tracing

half nacelle
#

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

Minecraft Wiki

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...

rancid seal
rancid seal
wise hinge
rancid seal
limpid sequoia
scarlet gust
limpid sequoia
silent zealot
#

I see the graphics channel is being normal as usual.

half nacelle
#

I'm so far and so close to the DOF working gys๐Ÿ˜ญ๐Ÿ™
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˜ ๏ธ๐Ÿ™

half nacelle
#

Skill issue โ˜ ๏ธโ˜ ๏ธโ˜ ๏ธโ˜ ๏ธโ˜ ๏ธโ˜ ๏ธโ˜ ๏ธโ˜ ๏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 Bedrock๐Ÿ˜”

#

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).

half nacelle
half nacelle
half nacelle
# half nacelle Interesting fact: using the same logic, it's possible to try creating path traci...

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.

half nacelle
pale urchin
#

How are doing DOF?

rancid seal
half nacelle
# pale urchin How are doing DOF?

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.

half nacelle
rancid seal
#

I don't get it

half nacelle
rancid seal
half nacelle
rancid seal
half nacelle
languid mirage
#

ew, hater

#

white water bug needs to get fixed already

languid mirage
#

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)

tropic rampart
languid mirage
#

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

tropic rampart
#

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.

languid mirage
tropic rampart
#

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

languid mirage
tropic rampart
#

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.

tropic rampart
#

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

languid mirage
# tropic rampart solid 30

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.

languid mirage
tropic rampart
#

if i set everything to high instead of ultra, and lower my RD a bit, i get 60fps

tropic rampart
languid mirage
#

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.

tropic rampart
#

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

languid mirage
tropic rampart
#

not much but yeah its a bit below a solid 60 (probably can do solid 30 though)

#

yeah, depends on the hardware

languid mirage
#

r5 3600 at 4Ghz and 3070TI.

But even then - series X shouldnt have 1/3 of my max render

tropic rampart
#

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

languid mirage
#

I get a solid 16 FPS at 1440, 96 chunks

tropic rampart
#

or if you want to see what biomes are around within a 1500 block radius of you

tropic rampart
languid mirage
#

i think thats probably one of the biggest factors relating to poor console perf. forced 4k render

tribal trail
languid mirage
#

this is FULL 96 chunk all rendered

tribal trail
#

Why 16 fps

languid mirage
#

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.

languid mirage
tropic rampart
#

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

languid mirage
tropic rampart
#

a resolution render % slider (with it upscaling to target) is fine, if we can also select target resolution

#

but we can't do that

tropic rampart
#

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

languid mirage
tropic rampart
#

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.

languid mirage
#

i think most games already do that

languid mirage
tropic rampart
#

default sure but imo we should still get to lower it if we want to

languid mirage
#

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

half nacelle
half nacelle
# languid mirage

Do you have an anti-aliasing option? WHY CAN'T WE HAVE THAT ON OUR CELL PHONES?๐Ÿ˜ญ๐Ÿ™

half nacelle
#

If you want to reduce the aspect ratio, reduce it on your computer or use Lossless Scaling.

half nacelle
scarlet gust
#

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

fossil otter
#

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.

half nacelle
#

โ˜ ๏ธ๐Ÿ™

fossil otter
#

im so new to this, im gunn have to research how to do what you just said ๐Ÿ˜… thanks for the tip! Ill try that out

#

im basically using blockbench for this stuff

half nacelle
scarlet gust
# languid mirage mine maxes at 90 last I checked lol

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.

scarlet gust
languid mirage
languid mirage
#

(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....

limpid sequoia
scarlet gust
languid mirage
#

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"

limpid sequoia
rancid seal
limpid sequoia
#

that's fog

rancid seal
rancid seal
limpid sequoia
limpid sequoia
#

it completely hidden

rancid seal
rancid seal
limpid sequoia
#

and it was hidden by the fogs

limpid sequoia
rancid seal
limpid sequoia
rancid seal
limpid sequoia
#

and some trick to take that screenshot

rancid seal
#

Me can't use distance fog

limpid sequoia
wind pollen
# wind pollen
poll_question_text

MORE CATSSS

victor_answer_votes

3

total_votes

4

victor_answer_id

1

victor_answer_text

YESSSS

rancid seal
willow needle
#

granite

severe grove
#

What is this channel, Graphic general, Cat general, or Dog general?????

willow needle
#

polished granite

jagged badge
#

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.

willow needle
half nacelle
#

Good morning everyone

#

Or good afternoon?

half nacelle
half nacelle
blazing whale
jagged badge
limpid sequoia
willow needle
quick beacon
languid mirage
half nacelle
willow needle
rancid seal
#

RTX 50 chunks render distance

dense elm
#

ertex๐Ÿ’—

rancid seal
#

RTX 50 chunks render distance

dense elm
#

The sky looks oversaturated

rancid seal
dense elm
#

Its bluer than irl sky

rancid seal
#

Another resource pack, same location

dense elm
rancid seal
dense elm
#

It is kinda weird that i can how the area below the horizon transitions to a darker blue

rancid seal
half nacelle
half nacelle
half nacelle
#

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.)

willow needle
#

Redstone block

#

without AO

limpid sequoia
dense elm
bitter cargo
limpid sequoia
dense elm
willow needle
white willow
# bitter cargo

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

white willow
#

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

limpid sequoia
#

because this is the first time i had heard about that

wise hinge
limpid sequoia
#

that's real

#

i'm not lying

white willow
#

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

limpid sequoia
white willow
#

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

limpid sequoia
#

yes it is

pine mortar
#

oh its you

#

bec cwsmbp wasnt getting any hotfixes for a while until now

rancid seal
#

Trailer ig

limpid sequoia
sonic canopy
#

Looks like mojang doesn't like hue shifting

silent zealot
limpid sequoia
half nacelle
half nacelle
sonic canopy
# half nacelle I use Hable,

Likewise, we used Hable for Actions and Stuff as it had the most interesting color reproduction, without being blown out like aces

half nacelle
#

It looks like true color grading.

blazing whale
#

trying to make an addon (only test)

limpid sequoia
half nacelle
#

Nightmare gys

#

โ˜ ๏ธ

blazing whale
half nacelle
#

Don't tell me how I did it, I just did itโ˜ ๏ธ๐Ÿ™

half nacelle
#

โ˜ ๏ธ๐Ÿ™

half nacelle
blazing whale
dense elm
rancid seal
dense elm
#

Maybe he set the fog intensity level to a very high value?

limpid sequoia
#

or 0.01

white willow
#

me using 0.09

dense elm
limpid sequoia
white willow
#

the crazy part is that it isnt even that bad lol

limpid sequoia
dense elm
white willow
#

at least my 0.09 isnt that bad

limpid sequoia
#

that's good then

#

but if i try with my scattering it would be hell stonks

blazing whale
limpid sequoia
#

0.001 is bet-tuh

white willow
#

this is the biome im using that in

limpid sequoia
#

๐Ÿ”ฅ ๐Ÿ”ฅ ๐Ÿ”ฅ ๐Ÿ”ฅ

#

really fire

#

fire

white willow
dense elm
limpid sequoia
#

looks thick

dense elm
#

It does

white willow
#

ignore the weather value

#

i forgot to fix that

dense elm
white willow
#

idk maybe i just did some magic

dense elm
#

Unbelievable.

white willow
#

i spent a long time making a color grading config that basically fights against all the fun problems of aces

blazing whale
#

thin but good

dense elm
#

Good

half nacelle
dense elm
white willow
#

i still question what catgamer is yelling about with "oil water" VV aint got no oil water ๐Ÿ’€

half nacelle
#

And it's generally for "milky" climates, like cherry biomes.

white willow
#

thats ALOT of fog lol

dense elm
#

True

white willow
#

althought i cant talk cuz my java shader has been crazy with fog until recently

sonic canopy
half nacelle
dense elm
white willow
sonic canopy
#

Yes for sure

white willow
half nacelle
sonic canopy
half nacelle
#

Like, it's not bad in the Cherry biome for example.

white willow
#

like the creator of it was still figuring out vv stuff

dense elm
half nacelle
half nacelle
#

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.

dense elm
#

Hm

white willow
half nacelle
#

It's more "artistic" here if you look closely btw

white willow
#

its your pack youre free to do whatever you want lol. just giving out suggestions.

limpid sequoia
limpid sequoia
# white willow

i used to mix colour with scattering and absorption uses the same value;)

#

0.2 of course

white willow
#

ive found that scattering doesnt really change color much at all

#

it does in rtx

limpid sequoia
#

yes! that it is

#

nahhh my fog in rtx is gonna hell

white willow
#

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

limpid sequoia
#

๐Ÿฅฒ

#

nahhh

white willow
#

direct scattering only vs direct scattering + ambient

limpid sequoia
#

oh my goodness bao_doggo_hearteyes

half nacelle
#

This is definitely not Fog now gys โ˜ ๏ธ
Fog's value is lower than Cherry's and it's radioactive gys โ˜ ๏ธ๐Ÿ™

limpid sequoia
white willow
#

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

limpid sequoia
#

those are crazy good emoji_8 emoji_8

white willow
#

ok my scattering integral is correct

white willow
#

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)

sonic canopy
#

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

white willow
#

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

sonic canopy
white willow
#

No

#

Didn't know that was a thing

sonic canopy
#

You could give it a shot, it seems to not have as much issues with rgb propagation artefacts

white willow
#

Probably will give it a go. What I'm doing right now is like bare minimum

graceful iron
white willow
#

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

sonic canopy
#

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?

white willow
#

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

sonic canopy
#

Do you include fog when sampling the sky? Maybe it is so vibrant cuz the fog is skipped entirely

white willow
#

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

scarlet gust
#

Although I still don't see why they didn't implement AgX, since that tonemapper doesn't have hue shifting either.

scarlet gust
wise hinge
scarlet gust
limpid sequoia
scarlet gust
#

Red is shifted to orange and blue is shifted to purple in that screenshot.

white willow
#

Idk if it's even worth trying to explain what is happening

scarlet gust
scarlet gust
white willow
#

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

long ruin
#

Lmao

white willow
#

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

half nacelle
blazing whale
half nacelle
#

Not to mention that I'm mobile โ˜ ๏ธ๐Ÿ™

#

It's impossible to do this on a cell phone โ˜ ๏ธ๐Ÿ™

half nacelle
blazing whale
half nacelle
scarlet gust
rancid seal
#

End with sun lmao

wise hinge
rancid seal
#

Mangrove swamp

dense elm
rancid seal
#

WAIT

#

Lemme do rain

#

in the end biome

#

Once again, end fog + sun

rancid seal
#

I can't to rain in the end without modifying the biome, dang it

dense elm
rancid seal
#

Sunrise

#

Looks like end flash

#

WOAH, NIGHT IN THE END IS MY FAV

dense elm
rancid seal
#

Waaaiiitt

#

I can enable clouds

#

They look not bad

blazing whale
wise hinge
half nacelle
dense elm
sonic canopy
#

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)

white willow
#

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

sonic canopy
#

Really hoping that it is data driven

white willow
#

Same

#

For all we know it's just a multiplier ontop of current fog

#

But it would be cool if it is

half nacelle
#

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.

tribal trail
#

textures are weird now

graceful iron
#

At least for randomly rotating blocks

tribal trail
#

No?

#

all blocks have these

graceful iron
#

I might be tweaking then lol, but I swear I remember weird texture seams being a thing in heightmaps for ages

tribal trail
graceful iron
#

Is this also affecting normals, or only heightmaps?

tribal trail
#

it's very bad and on every block

#

not randomly rotating blocks too

pale urchin
tribal trail
#

idk

graceful iron
#

Yikes

#

itโ€™s prob new then

tribal trail
#

it's an issue with heightmaps

graceful iron
#

They probably didnโ€™t change the normal generation via heightmaps to account for the padding changes or something

rancid seal
# sonic canopy Do y'all know what that means?... Mojang will HAVE TO update RTX shader code, in...

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.

rancid seal
sonic canopy
#

This is so cool

#

Polygons in Minecraft, without using "cursed" polymeshes

iron moon
#

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

tribal trail
iron moon
#

Yeah looks like it

#

Seems like the atlas is no longer "cutting" the heightmaps

half nacelle
#

Aaaaaaaaa

half nacelle
iron moon
#

Thru block.json

#

It doesn't look good tho

half nacelle
iron moon
#

True

scarlet gust
# blazing whale

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.

long ruin
#

Ok

blazing whale
half nacelle
limpid sequoia
#

i want to go home, i want to work on projects

wise hinge
#

Ok

limpid sequoia
wise hinge
willow needle
#

Strawberry Cloudy Visuals (in development)

dense elm
willow needle
dense elm
#

So beautiful

willow needle
rancid seal
#

Mojang doing good ๐Ÿ‘

#

Lucky it will get patched next preview, but it is so beautiful

jade dust
#

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

jade dust
#

Also just noticed sunlight also appears to "shine through" the particles...

jade dust
sonic canopy
#

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

jade dust
#

Thank you :) I might try out the sphere option

wise hinge
primal girder
half nacelle
# blazing whale

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

limpid sequoia
half nacelle
#

Wow

limpid sequoia
#

ForRealium

willow needle
#

Copper golem

wise hinge
#

hopper golem

limpid sequoia
#

upper golem doggysmurkW

willow needle
rancid seal
#

Fixed sun not being red issue ig

limpid sequoia
willow needle
#

Gold armor

wise hinge
half nacelle
half nacelle
willow needle
willow needle
half nacelle
willow needle
half nacelle
half nacelle
half nacelle
fossil otter
half nacelle
#

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.

half nacelle
fossil otter
#

It really has lovely shades to it, great work! Ill give the fog light idea a spin for sure

iron moon
wise hinge
#

I want to eat cat_happi cat_happi cat_happi cat_happi cat_happi cat_happi cat_happi

willow needle
#

Gold, copper, diamond armor + PBR and AO

wise hinge
limpid sequoia
rancid seal
#

RTX ON FOREVER

dense elm
#

ertiex :D

rancid seal
sonic canopy
#

RenderDragon dimension

half nacelle
rancid seal
#

We don't see game using block atlas intead of one texture every day

inland vault
limpid sequoia
sonic canopy
quick beacon
rancid seal
#

Why so many vv... im dying

tribal trail
#

Because vv is good

rancid seal
tribal trail
#

Nah

rancid seal
#

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

rancid seal
#

I thought I had vv on for 10 seconds

limpid sequoia
half nacelle
half nacelle
half nacelle
# limpid sequoia

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.

limpid sequoia
#

i don't care about details at all

#

i also don't care anything

#

if it makes me happy, that's completely fine

limpid sequoia
fluid holly
limpid sequoia
scarlet gust
limpid sequoia
limpid sequoia
dense elm
limpid sequoia
limpid sequoia
wise hinge
wise hinge
scarlet gust
#

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.

wise hinge
#

bruh

rancid seal
#

bruh

scarlet gust
# rancid seal bruh

What did I do wrong? It's just a simple resource pack that disables mipmapping.

blazing whale
#

Bruh

rancid seal
rancid seal
limpid sequoia
limpid sequoia
severe grove
#

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)

limpid sequoia
willow needle
limpid sequoia
wise hinge
dense elm
limpid sequoia
#

with RTX map

half nacelle
#

Theory โ‰  Result

half nacelle
tribal trail
#

is it just me or seagrass is a bit broken?

dense elm
willow needle
wise hinge
half nacelle
willow needle
rancid seal
gloomy whale
#

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....

rancid seal
#

Lol

white willow
#

theres no way to fix this right now unless all biomes have the EXACT same wave config

gloomy whale
gloomy whale
#

great, that fixed, thx again ๐Ÿ™‚

half nacelle
half nacelle
gloomy whale
half nacelle
#

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.

gloomy whale
scarlet gust
#

@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.

rancid seal
#

bruh

scarlet gust
#

You forgot to do them.

limpid sequoia
limpid sequoia
willow needle
limpid sequoia
#

love it

#

soft

#

smooth

willow needle
limpid sequoia
severe grove
limpid sequoia
#

thanks a lot mate

willow needle
#

Stonebrick

limpid sequoia
limpid sequoia
# willow needle 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 emoji_2

limpid sequoia
#

lemme see

dense elm
blazing whale
wise hinge
willow needle
#

Birch log

#

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

limpid sequoia
silk badge
#

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

limpid sequoia
wise hinge
silk badge
#

Doesn't affect item hotbar

half nacelle
willow needle
half nacelle
#

I want those textures ๐Ÿ˜ญ๐Ÿ™ (js joking)

willow needle
limpid sequoia
limpid sequoia
silk badge
#

What the actual fuck

willow needle
silk badge
#

Has anyone gotten this type of bug

willow needle
silk badge
#

Specifically the bushy portion

#

Which i think is 1xsomethingxsomething

#

Idk if that has anything to do with it

#

Considering the tiles are 16x1x16

limpid sequoia
limpid sequoia
rancid seal
#

Pale :<

#

But good dawg_smurk

limpid sequoia
#

i've rewritten old project

#

in 2 hours and released it

willow needle
limpid sequoia
white willow
#

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

limpid sequoia
white willow
#

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

limpid sequoia
#

i see

wise hinge
#

blurrrrrcat_explode cat_explode cat_explode cat_explode cat_explode

rancid seal
long ruin
#

vv needs a new pair of glasses

limpid sequoia
#

uh huh

willow needle
limpid sequoia
blazing whale
limpid sequoia
#

Why is the baby villager looks like this

willow needle
#

on vibrant visuals

limpid sequoia
half nacelle
half nacelle
half nacelle
white willow
#

That's the point I was making

#

Old one was better

#

New one is too blurry especially for the resolution and percentage

half nacelle
#

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.

white willow
#

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 trollHD

#

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

half nacelle
#

Bilinear is better than TAAUโ˜ ๏ธ๐Ÿ™

white willow
#

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

half nacelle
#

With TAAU, the FPS drop from 30 to 20 in seconds.

white willow
#

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

limpid sequoia
patent dove
#

i have a question

#

so

#

im confused on what value ur supposed to change to get โ€œtrue 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

limpid sequoia
#

can u explain it

patent dove
#

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 โ€œtrue darknessโ€ and im wondering what value is to be changed to affect that

patent dove
#

nvm i found it

#

but itโ€™s hard to only get the very darks, dark

#

id figure tweaking midtones would fix it but it has only minimally

limpid sequoia
#

emoji_2 ok

wind pollen
limpid sequoia
limpid sequoia
#

Lighting detection fixes when CryingManAnimated

limpid sequoia
tribal trail
limpid sequoia
leaden stump
blazing whale
tribal trail
#

I still don't get it

limpid sequoia
limpid sequoia
limpid sequoia
willow needle
#

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

limpid sequoia
#

the shadow looks really weird

willow needle
tribal trail
willow needle
tribal trail
#

clouds are also not blocky irl

willow needle
#

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 ๐Ÿ™‚

limpid sequoia
#

yasss

blazing whale
blazing whale
limpid sequoia
#

with that

blazing whale
limpid sequoia
#

but i've revived emoji_10

#

rewrite in 2 hours

#

then public ๐Ÿฅฒ

tribal trail
#

i love rtx now

blazing whale
limpid sequoia
long ruin
rancid seal
#

But I can simply use minecraft release so I don't have this issue for now

rancid seal
rancid seal
tribal trail
#

oooh

#

yeah

#

ofc i will

#

I'll hate rtx till vv will get refraction and ssao

rancid seal
#

And maybe fill entity PBR idk

tribal trail
willow needle
#

New dirt texture (on PBR)

limpid sequoia
barren sedge
#

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

astral hatchBOT
#
Making Your Pack Vibrant Visuals Compatible

To make your pack compatible with Vibrant Visuals, your manifest.json has to have:

  • min_engine_version: [1, 21, 120] or higher
  • capabilities: "pbr"
silent zealot
#

@barren sedge

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
            ]
        }
    ]
}
rancid seal
#

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

rancid seal
#

I am terrible at creating fogs, but anyways

#

1% better shot

#

Or not, idk

half nacelle
#

"create" in this case

half nacelle
half nacelle
#

โ˜ ๏ธ

rancid seal
patent dove
#

hi does anyone have like a full โ€œtemplateโ€ 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

rancid seal
#

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

leaden stump
half nacelle
half nacelle
willow needle
#

Default normalmap (Vibrant visuals)

#

with normalmap reconstruction (Vibrant visuals)

#

with normalmap reconstruction + POM (Java)

scarlet gust
#

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.

scarlet gust
willow needle
limpid sequoia
willow needle
limpid sequoia
#

if i have to continue i might be dead

willow needle
limpid sequoia
#

i've tried very much time

#

and i used 512 x 512

rancid seal
rancid seal
#

By the way

scarlet gust
#

Another RTX update soon?

rancid seal
scarlet gust
rancid seal
#

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