#Graphics Showcases
1 messages · Page 3 of 1
Got bored went on my phone and took some snow pics
Yeah I saw him get all fussed up about you
I didn’t see that
But I’m sure it’s cause I told my friend that deferred is technically a shader
In another discord
I'll show you screenshots of it in Dms
aww are your heightmaps broken too 💔
Nah those are normal maps
I dont make texture for now, in the picture you don't see the height map bug, but there really is a bug
bell shadow
Does anyone know how I can use deferred rendering on Xbox cos I can’t find any texture packs to use so I can enable it on Minecraft preview
You have to join someone who has a pack so like create a world on your phone and apply a pack to a world then join yourself
@visual plover or you can join a preview realm with the packs applied
Like mine
I can tell you the realm code to join if you want
💀 this is at 1k illuminance
💀
how about now
this is 200k
it might be my fog that which makes the sunlight dull
I don't use such bright sun and my pack is 1000 times brighter
you're doing something wrong because your sun illuminates almost nothing
unless that's your style
then I don't judge
wtf happened to my grass
yeah I am doing smth wrong
i am gonna redo the whole pack
Is the amount of fog in Deferred controlled by the Pack itself?
I fucking found the issue
it's the fog my absorption and scattering are way too high
Yes
Deferred max settings iPhone 13 Pro
Looks shockingly good especially for a phone
Damn that might explain while deferred makes my game look like poop, its all foggy😭
Smog 
These images here are a big eye opener to the fact I should reduce my fog amount
But then again the biome I was in was a forest so it was thicker for that reason
Deferred max settings 24 rd 2048 res M2 iPad. The insanely high resolution just leads to such a nice and clear image
(The video is probably not very clear tho lmao)
Made some general fog changes. These could use some more tuning but the goal was to make biomes have more supplementary levels of fog rather than a choking strong amount of it
These changes also benefit night time fairly well (not at my pc rn so this is all I have)
I hope y’all like these ones
these arent bad. the world is oddly shiny though
Custom skybox I assume 
Cube maps aren’t supported yet
It’s just those cloud png entity things
That don’t look good throughout the day
Ofc I get 2 x reactions
Not my fault reflections makes everything glossy
Yeah
The ones in my pics look garbage throughout the day
And night
This is the only good shots I could get of them
🥲
And I REALLY hope that they make water wavy in some sort of way
Or somehow make the textures bigger
And have animations
I hate default water texture mixed with realistic water stuff
perhaps use a proper PBR pack 
like Prizma Deferred :)
I think he’s using his pack
yeah, he probably is
bedrock looking good now 
I’m using pleagued pbr
But with another texture pack that adds waving plants
And those clouds
the world should not be that reflective 💀
yeah it looks like the grass has no PBR
But don’t forget that’s what rtx looks like
it doesn't
Bro some rtx packs have glossy grass
And yet I see no people complain
it's a bug that has to do with sun Mie
This is what I want deferred to look like once finished
Custom clouds
Custom sky

this look (besides the sky) can be done in deferred in its current state
yeah i was gonna say, my grass isnt reflective like that
Yeah I know
Looks mid🦍
i was gonna ping you too lmao
Compared to this
Clouds look odd there
What texture pack did they use for this?
just get the thiccc fog and the texture pack
If we can find that texture pack

We can recreate sdgp
Super duper graphics pack textures
No
Graphical options were supposed to be free
I heard they used community made textures or something
Textures were paid
💀
Those options were probably just old shaders
And the sdgp said it would come with dynamic shadows and stuff
They said in 2017 that textures are paid and graphics are free
Not all of the graphics
Who knows
Wouldn't be a surprise if that happens with deferred
PBR packs in the marketplace
we'll use it anyways
True
I’d say there will be some free pbr packs
And then paid ones
true
Or maybe just free maps
this will probably happen
All the RTX maps are free
hmm
Man I hope pbr packs aren’t locked to a world
Im sure the best ones won’t be on marketplace
Maybe a mashup pack. One that comes with both the world and a texture pack.
Maybe
perhaps
Imagine if we get a vanilla default pack
Oh wait, we should talk in #1182091012177399809
Oh yeah
was typing just that

By the way, what version do you use for the shader
latest supported version is 1.20.60.20, i was using 1.20.50.22
Okay, thanks 
nuh uh, his textures just don't have pbr
Bruh
should i increase the fog in the plains biome here? its very low but im thinking i should increase it a little to improve how the distant things look
@grizzled wagon now your “super duper graphics pack” looks like sdgp
what textures are those? very interesting style on them
True realism from marketplace
i see
messed with sss a lil
Colored SSS
whats the difference
red
one is "0.70" : [255,0,0,255],
and one is "0.70" : [255,0,0,1],
idk what the last value do
it just looks the same
How am I supposed to know that 
color grading?
There's one change to the sun value
And it's within the alpha channel. Not sure what it actually changes though
It changes intensity I think
If you place some light source, you'll see that sunlight will be brighter or dimmer relatively to that light source
It looks the same because of auto exposure tho
Deferred Rendering - SmokeyStack's Super Duper Graphics Pack
the blooom is too much ngl
Fog and tall grass
An attempt at a normal map for copper ore. Deferred Rendering - SmokeyStack's Super Duper Graphics Pack
Better than what I can do lol. I'm still trying to figure out how normals work.
1.19.63 YSS SE
I miss those times
for sure
Who said that deferred can’t look as good or maybe even better?
Nobody has as far as I know
I was commenting how I miss the times when it was some secret thing
hell, i think it looks better and performs better than SE right now
Yeah
SE was something else when it released, something entirely new for Bedrock
light leak moment
Lighting looks weird compared to deferred or vanilla
weird, as in?
i see
thats the best we had to offer at that time, so I can't do much about it
besides, YSS has its signature look
carried across the different shaders we offer
its pretty subjective
I wish deferred used fake sun rays like in yss see instead of volumetric fog
Eye bleaching fog

Origin shader (Unofficial Deferred Port) if anyone has the newest version's bin files dm me.
SE
Bicubic Deferred
Man I hope water looks like that
is it not working anymore
you mean better?
deferred rn looks funny asf
not updated for newer game versions.
SE currently only supports upto 1.20.51 (Release Version) and 1.20.60.21 (Preview Version)
you are in the YSS discord
Yes
get it from there :P
No, the block shading looks ugly during daytime
but this pic is so beautiful
Which pack is that
it has so much fog tho
Oh i like how the water is now more like java "see through"
Pack used - Prizma Deferred 1.2.4 (With modified game files)
ACES Tonemap
Motion blur he means
Oh the motion blur isn't real
not exactly, its 1200 fps (interpolated) then frame blended down to 60
Youre lucky if you get 100 w deferred in busy scenerys like citys
Im sure deferred will surpass Java in the future
i get 144
:p
never 😭
hopefully but nah they have more opportunitys
That's debatable
on a city map?
i can get that much in any scenario without many pointlights
wouldn't a city map have quite a lot?
not all of them do
yeah it is. thats my crafting table. i am reducing fog across the board in my pack though
deferred looks fine but it kills alot of materials 😭
i guess they work on that at the end
#1182091012177399809
lets say entity_emissive or whatever they are called
Even attachables arent working properly with it
for example on fog reduction. a savana biome was in the screenshot above. this is what im working on now. i may bring it down more
Woah
looks pretty solid atm
i can play survival without any issues
- just light leaks in caves
- And under water
If those two get updated/fixed it'll become survival friendly
(Performance is another story. Just talking about the overall look and experience)
I’ve had a good experience too
Same
(I don’t like how I get bullied when posting deferred pics tho)


Deferred on mobile just has its own issues for some people
Especially the lines in the shadows
I hope cubemaps look good in deferred
When they add support
Cubemaps in vanilla mc don’t look good
Hopefully they look like Java cubemaps
You want double layered clouds 
Azify revive shader
Newb-x shader custom preset
How?
its a custom shader
Ah
something like newb iirc
It's only 2d water wavy texture with bug
what bug are ya referring to?
This bug you can see The reflection of the moon is divided into four parts
Could it be because your water normals texture doesn't tile well?
this ^
Your water normal map is just shitty
not a bug
Working on improving atmosphere even more :>
:)
How i can fix it?
working on some edits to render files. What have i changed. shadow clamps across all qualities has been reduced. made some changes to pointlights which stops their lighting and specular reflection from fading out. Reduced skylight contribution making shadows darker and reflections more visible. Adjusted bloom to be a little stronger, and adjusted emissive brightness to better match RTX in terms of coloring
i have more changes, these are just a small little look at what im cooking
changed tonemap to reinhard_luma, increased shadow distance (for high and ultra shadow quality) extended point light shadow distance. made some changes that makes sun rays more visible at the cost of more visible sky reflections on objects that shouldnt have them. ultra quality reflections now update faster and look better
custom preset deferred settings preset is now done. rather happy with how this came out (no i dont have a name for it yet)
Strawberry Deferred (custom deferred)
No, it custom deferred
#1182095383015456829 message Don’t forget about this please
default deferred
my edits
now im going to be very clear here. the point light lighting does happen to break very often. just an issue with them in general though
ty, the performance is.... not amazing but i made some changes that would without a doubt hurt performance
ie, doubled the shadow distance, and also beefed up pointlights ALOT
i do not believe this would run on a mobile device. i think i might have made a phone explosion preset lmao
@left marten What are that bin files and how it works?
these are really cool, how do you changing the light and asmosphere color?
These are some of the internal gamefiles that control how the game is renderered. Basically internal Shader files.
these can be replaced with modded bin files to get Custom shaders on Bedrock
Oh, interesting, but things what you are changing may be supported offficialy in the future right?
custom shaders? Unlikely I think.
Maybe we get blessed with it
that's how to summon Veka too
But some other json configs in renderer folder will be supported in the future, such as changing tonemapping operator
they are just talking about the material.bin files in the renderer folder
probably not
I don't expect that to happen anytime soon
Im not sure they were specifically asking about how to make shaders but yeah
Ok
Also, despite having absolutely no official support whatsoever, I should mention that there is still a community of shader developers that are making shaders by modifying material bin files. It's challenging and very annoying, but it's also very rewarding, if you enjoy graphics programming.
ya, not soon, but if that really does a lot why to not support it in the future? i mean whats the problems, also i am not expert in these things so try to explain me like to newbie
"platform restrictions" is the official reason I believe, the devs don't really like talking about it tho. Basically consoles (playstation) have a requirement of shipping pre-compiled shaders in the binary, and their shader SDK is also proprietary.
well, thats make sense, thanks for clarifying
They did mention on the qna that the focus rn with deferred is on cross platform features, but I think once it's done, they might look into platform specific features like shader customization and RTX. But, personally, I don't have high hopes for proper shader support.

I hope this week the deferred water will be much better
I don't think it's ready just yet. The next set of features is likely to be SSS, color grading with data driven tonemapping and items PBR. Aaj said that we won't have SSS this week, but it still will be "awesome preview" so I think (hope) we're getting color grading this time.
Ok thank for information

Prizma Deferred (Modded Renderer files)
Deferred can look amazing when the renderer configs become data driven
these shots are with ACES tone mapper
With water SSR this will look amazing
even better than it already does.
honestly great work by the devs.
also Alegzzis for her PBR pack.
Luckily there is auto exposure 🗿

Modified deferred (name is still under development)
i have made some config changes that FIXED ALL THE ISSUES with point lights
well... most of them
this also kinda improved performance. not a lot though
this just looks incredible
Well done :D
Ty!
Im gonna see if there's any optimizations I can do to get performance in normal worlds better
Alrighty, can't wait to try it out if you plan on releasing it
i do plan to release a test build soom
Ooo
ok normal world performance is actually really good
its just that world in general thats stupidly laggy
Very nice
I don't see why not
alrigh
can i too?
i wanna test the new version of your pack
unfortunately this isnt a pack update
this is like strawberry
i havent made an ios version of it yet because i literally have no idea how to copy it over
i do have a new version coming up which redoes all the fogs, and changes some point light colors
CEL shader test demo by deven
Intresting
the lethal company outlines
I love the look of cell shading. It's what gives borderlands its like comic book vibe. It's such a neat graphics feature
Cell shading when done right just looks clean. There was an old Java shader that had a cell shaded option and it was so clean. I think it was sildurs vibrant but I can't remember
Is it based on deferred pipeline?
Yes
He created this due to high demand
With bare bones pack
the celshading range doesn't seem to be all that far
Maybe cuz of performance ig
White outline version
Is a nee update for minecraft today today is minecraft wensday

Probably
If not
Then it will be tomorrow
We’re supposed to be getting some new deferred features
Aajabrams (the mojang graphics team lead) said this weeks preview will be exciting
Oh I hope that they add clouds or better water or both
And also update reflections so not just water reflects like trees the player and the environment around
wait
Imagine they add something like first person held items shadows
#1182091012177399809
Better water will definitely be coming
For clouds
We can probably make custom clouds
Via cubemaps
When deferred supports cubemaps
Hopefully
Hii. #1182091012177399809 please ^^ This is for showcase and discussions about shown showcases
Let's keep discussions in #1182091012177399809 please
custom deffered (plagues deferred enhanced)
i tried to improve exposure. i got it a little better
Where is bloom
it looks fine as is :P
wow
ikr, ya'll should experiment with out-of-bounds values
I do that....but then the black hole consumed the sun
I've been busy with exams and such, I'll return to it once I release another project of mine, which has been almost a year in the making. That should happen at some point in the upcoming months
I see, im looking forward to it.
Pack Used - Prizma Deferred 1.2.8 (Modified)
Footage Interpolated to 1200 FPS and Frame Blended down to 60.
Upscaled to 3840x1920 from 1920x1080
Strawberry Deferred preset (by Elsa55) - Prizma Deferred pack (by alegzzis)
Finally i can enjoy point light shadows and bloom
thanks everyone who helped in creating this masterpiece

Ohh nooo, aces is still broken
on android
@silk creek in case you haven't seen this, aces is broken on GLSL ^ (see above screenshots)
Need to use BGFX matrix constructors mtxfromCols/mtxFromRows instead of mat3
Interesting it's fine on iOS. Seems like an android issue
Unless this isn't aces
I think it is though
Yeah GLSL is row-major while HLSL and Metal are column-major. ACES is broken on all row-major platforms
Ah I see
Bloom works on Android now?
1.21.0.21/1.21.0.22
I can’t tell the difference except for the sun and sky
Default tonemap was switched to reinhard
Ah yes, the rein that is hard. As opposed to the default which was...unknown
Ah yes, the rein that is hard that is luminous as opposed to the rein that is hard
Yes they are very different indeed
not yet. That's strawberry Deferred
Strawberry Deferred fixes it btw
Idk how
And fixes point light shadows
(Strawberry Deferred is a custom Deferred preset replaced with the renderer folder inside Minecraft)
So edited values in the renderer folder idk
normal Deferred
Strawberry Deferred
Dang
thoughts so far
i feel like i somehow nuked shadows out of existence
which i wanted to make them darker
ok night time is cursed
It's better to use gain instead of offset
gain, unless it's 0, won't loose details in shadows, but offset will
idrk what gain does. its just every time ive tried to use it the game has almost looked horribly deepfried
It's a brightness multiplier basically
1 means no effect, 0.5 is half as bright, 2 means twice as bright
oh lord
its like if the values dont match with eachother something looks awfully wrong
Show ur config
Change your shadowMax
Try a smaller shadowMax
Although, are you expecting to use the same values in highlight, midtone and shadow?
using contrast instead of gain might also work
i dont plan to have them all be the same but if i so much as offset one it all gets funky
like my plan was to have shadows darker but also have things that are shadowed be more desaturated
but i cant seem to get the actual shadows themselves to darken
just the shadowed areas
but this looks a bit more like what i was going for
Strawberry Deferred Color Grading: colorfull, realistic and complementary v
Love these screenshots
man is it just me or do heightmaps also just look much more pronounced
actually normals look higher quality too
Okay i think I perfected the contrast
Now I need to figure out how to put a yellowish tint to this
I will work on pbr later
I also need to figure out how to make vol fog yellowish
Strawberry deferred color grading fixed
strawberry deferred going crazy
very different feel in the nether with ACES
my favorite part: those blasted lines everywhere are gone
nether looks great here
idk how my nether looks with my changes
HOLY CRAP. i made the nether look so... dark and depressing... almost dead
its perfect
Probably the only SS I'll share. Maybe if I figure out the shadow part.
very high contrast i like
man if only lava point lights didnt uhhhh]
2.8 fps moment
oh yeah these are great
I just wanna darken shadows and I'd be happier
I don't think it'd possible with what we have rn
I'm trying to understand how I can use highlights
Dang, your warden is normal?
ive kinda fixed it
the heart beat animation doesnt work so i added a static heart to make up for it
My caves are just a black void lol
your caves are also just a black void?
somehow got moon rays
yk i forget those exist
HAHA ive finalyl fixed my awful sky reflection issues
with these sky adjustments, volumetric fog can now change the sky to create a better atmosphere per biome
yk i kinda cooked with this one, this texture goes hard
I'll have to tweak my emissive textures to not look as bad with my current setup
Strawberry Deferred
tbh you should remove sss from blocks
the current implementation may change dramatically, plus all your blocks have sss
I forgot to remove them after I messed with them
Whats pbr
Ya'll are starting to get the hang of things here 🙂
Definitely took a little bit to get used to but after figuring it out, it's nice
I might do something with a FNaF aesthetic
Ooh
I'm doing diff styles
I already have my main style. Doing an other style rn
Oh nice
I'm going to experiment with different things to get the look I want
that's the fun of it
Yeah
Don't over-index on the importance of the various "techniques" (ACES, etc..). The real artistry is what ya'll do with it.
😉 This is where subpacks come in y'all
Yep I'll definitely be doing a sub packs system when I'm ready to
I've been using a subpack system to support the experimental 1.21 textures, but this is a convo for #1182091012177399809
Physically based rendering
Or in simple Terms
It makes block textures 3d
Ish

Who keeps reacting
Idk
That’s all I know about it

I still don’t know how to recreate this https://youtu.be/Ve_ULgJF9Kk?si=Vr0EV70oiol2s7G4
Hi there, today I'm showing you a little experiment I made for my videos: applying colour correction and colour grading on my Minecraft footage so the original footage from Fraps doesn't look too flat.
Let me know what you think!
Map used: https://www.youtube.com/watch?v=6v4w8SGzzV8
Subscribe: http://www.youtube.com/subscription_center?add_us...
This is what I’m trying to do
With my pack
Is that a before/after?
now should be more clear
ngl i don't really like how the color got washed out for the magma in the color grading
my style is going for much duller colors. im going for a more drab appearance rather than vibrant
i will have multiple stlyes for this though
i could possibly remedy this by making the shadow desaturation i have in place a little less strong
Prizma 1.2.10 ACES + Bare Bones
its been getting a bit glitchier but i still enjoy it
This is how it should be bro
I think the crazy thing here is I got this without using ACES it seems that just desaturation got it to work like that
it is unnatural for emissive blocks to remain the same saturated regardless of their brightness
I didn't say anything about aces
Aces previously was the only way to get emissive desaturation that's just why I brought it up
that's how it should be - you are correct
i just like it that way
it's not something only aces has
No but without modifying whatever file had it, it was the only way to get it. Unless I'm wrong
Idk it's almost 3am lol
cool if you like cheap, ugly, unnatural look
💀 you really like that effect huh
Everyone has their preferences
I like both, they work within respective styles
If you are going for a more bright vibrant almost cartoony feel, having saturated emission is great. In my case if your going for a more dark almost realistic tone, having the desaturation works nicely
I just have a taste
ig
😳
Aces works the best when you're using accurate real life values and light calculations. But deferred is not accurate enough (without GI) and everyone uses artistic values rather than accurate in their packs anyways, so it may not be the case. Just pick whichever tonemap you think has the right properties to achieve your desired look, and you can get the rest with color grading.
I don't even use aces
we talked about emissive desaturation
emissive desaturation is no no with hable :'c
I would use aces but it's broken on android according to veka
so I just use hable for now
Kinda wish we could also configure where midtones begin, like we can with shadows and highlights. Or better yet, have a curve with unlimited keyframes where we can separately grade each relative luminance level. Since currently, if you wanted to make a custom path to white for example, you have no choice over where that transition begins, since it will always begin in midtones (average luminance) and always end at highlights, with linear interpolation
They'll probably fix aces on Android next week, I already mentioned that issue to aaj
hopefully
this ^^
Aces
Tree.
🤨
Nice vegetation
Looks like bloom 👀
This looks magical, almost like a dream. Awesome
Lava point light moment (also slightly modified deferred, I increased the light clustering amount and removed point light fall offs)
Are those heightmaps :o
A picture. (LD + Color Grading)
wowie
🔥
Resource pack name?
Script API World Gen lmao
its part of my random development folder
😭 😂
new selectable style coming up. still a work in progress
maintaing colours in the highlights is a good choice, in my "noire" preset it was basically a full desaturation filter
mine is going around .25 saturation like my old one
I gotta mess with highlights more
i reduced gamma but i think im just gonna bring it back up
comparison shot
ok this is more manageable
i can't see shit lmao
wym
it has a lot less contast compared to this screenshot
weird
ah nvm, its probably just auto exposure messing up the look
yeah thats more like it
so it was auto exposure

yep
me likey
ive tried a few. hable seemed to have worked best
reinhard luma isnt too bad either
hable has better contrast though
but Hable better
which for this kind of preset is perfect

i like luma for my normal look
how does this look for a neutral preset?
prolly should
my default is already kinda cinematic
but my default is also the exact look and style i wanted
but its not for everyone of course
did ya test if the subpacks work with colour grading or not?
this is using a subpack rn so yes
i like it, very unique look
nice
and i was able to switch it back to default yippee
time to work on a neutral
@wintry lodge try out my hable preset
it may serve as a decent base
it doesn't have any of the wacky bugs anymore :P
oh great i messed up my manifest for a sec now my pack isnt showing
oop
huh the neutral looks kinda like my default
true
ok no its more vibrant
but my sun is not blown out 
yeah i went more towards a saturated look in the midtones
ok yeah it did apply correctly
hmm
the emmisives don't look half bad with Hable, I didn't test that when I was making this preset
you're using a diff tonemapper so that also helps
im happy with this
comparison of my 3 styles
i wanted a 4th but i cannot think of one rn
left neutral, top right my default, bottom right noir film
how about make 4th like first one but more darker 
Hm I could
ngl idk what I did with the fog but I really like this
Wow, thats really good
I got another two nice looking lakes
the second pic is peak only thing disturbing me is water and the clouds lol
ya, that water is not nice looking but without that lakes its not interesting image
¯_(ツ)_/¯
yup and i think you did some color grading the grass being kinda dark looks really good
ya, i like it in that style
its not that gray but its has lower saturation with higher contrast
A lot like what I did
The water could use some shininess
Mod?
its basic Deferred pack with some basic settings
I mean world
Well, i didn't release it yet but its custom world gen
Ok
Thank
very slight changes to saturation, shadowed areas have less saturation and midtones also have less (roughly .5 change to .10 change to either
new enchantment table. ive decided to give it a more crying obsidian kind of look as well as supports my more desaturated style to textures. oh and bookshelves are done now too. I plan to change the center to better resemble either a light or a diamond block. i just dont have an idea for how id want it to look yet.
Managing to still look great even on a phone
moon light shafts what. what brightness is your moon now?
or its the fog thickness either way looks really cool
ngl hable is a great tone mapper than aces imo
this one was a really tough decision tbh. i like how aces looks with what im going for but it being broken on android made it kinda tough to choose, reinhard luma is very good but i found it washed colors out a bit too much, and hable has a good balance for my style
hable also handles emissives ALOT better than reinhard luma did
same hable fits the minecraft style that i am going for than any other tonemapper
veka said it should be fixed in the next update
emissives looked much cleaner ontop of the saturation reductions
only problem I have with aces is the emissives
but other then that it's goated
i like how it desaturates them but it does it a bit too much
almost blows them out
yes
even if u use only value 5 for emissive it's just blow them into white
so it's like 50 = 100 while the bloom level is diff
warden
i mayyyyy need to reduce the emission on the glow squid just a little
that bloom is kinda insane
i did that on purpose but maybe reduce it to like 50 instead of the i think 150 its at rn
I am waiting for the SSS
i love entity pbr
my next feature request would be this
yes, colored shadows
im not sure how difficult that would be to implement but it would definitely be something good
waiting for "Veka is typing..."
I was actually about to type 😔
Still waiting
Better on bedrock cool addon 👍
I love hable
Don't be shy baby
Tell us
How difficult that would be
Should be very easy to do, that feature is definitely on my wish list
finally veka typed

Will the hidden colored shadow be like yesterday's SSS? 🤔
There is currently no indication that we will get any colored shadows
Besides, I think that SSS will look completely different than it looks now
it could be even better
It will be better
the one we have rn is glitchy
For the same reason, I don't advise anyone to use SSS now, because what looks good now may look different in the future.
ok
ayo is that beans?
-____-
It's pretty good. It preserves more color depth than Reinhard luma but isn't as dark as aces. It's a good middle ground
so how the fog looking :doggysmurkW:
with tinkering?
looks the same for me
i made hable look good
ok i trust
just trust me it's good
is the fog broken on the 1.2.10 tho
okok
because at the same time I revisit all the fogs and improve them a bit
all fog needs love
yea
smog
forest fires
Better on Bedrock x Luminous Dreams
aces moment
Why not color grading not working for me?
I use poggy last version on aces settings
It's same on another settings
and all resource packs like lynx and prizma
you need 1.21.0.22
for colour grading
I forgot update Minecraft 😅
Fr. I'm still trying to perfect mine. The only one I'm genuinely happy with is my jungle one rn
Some pictures. Better on Bedrock x Luminous Dreams.
W
W
I am relearning fog
.





