#Graphics Showcases
1 messages · Page 9 of 1
ive messed with the actual water texture and it made no difference
it looks like the water is just hardcoded
What a shame
Would make it look so much better if it was just a bit more transparent
but its very transparent. it only appears not transparent because of water surface normals
if i removed them youd see right through it
without any surface normal and just reflections
another reason you cant see very far underwater though is because the lighting just straight up doesnt load after like 8 blocks under water
pain 😭
tbh deferred water is horribly transparent
😡⁉️
⁉️ elaborate
it's just very transparent
If I could, I would make the water much more opaque than what it is now
It only looks good to me because of how fast it fades
If it were less more opaque water would make more cents
$
Sm better
Woahh
why would it not be deferred
to be honest i meant to delete that text because its super corny
there is a discord ping in this video. im deeply sorry
Only for pc and xbox
On mobile i get 3 fps in max setting with 50 resolution with 12 ram and snapdragon 8s gen 3💀💀
When I said good i meant good looking
Not optimized
For me even 12 fps is fine 🤷♀️
looks great
Thanks!
adjusting various fog heights and densities to allow for better atmospherics while having minimal impact on the sky
having much clearer skies while having fog just looks so good
Ik this was a year ago, sorry, but do you remember what pack these were taken with?
What the sigma
My own
Ty
It's called prizma deferred
nothing built lasts forever
Attempting to rework my deferred pack completely by just redoing my sky, lighting, and water. This is some of my progress. I plan to spend a lot of time on this without rushing anything. @wintry lodge was kind enough to make me a base to work from. I also have some sort of precise keyframe setup that makes my life easier. I am open to feedback, thanks!!
Looks fantastic! Just wish reflections had a farther range 😔
Folks - @ me replies to the best showcase screenshots you've seen using Deferred lately!
I've been off on vacation, so I need to get caught up with all the latest 🙂
@pure lagoon I've done some really cool stuff with the sky
Idk how but I managed to get the sky to have a multi color blend at sunrise. It's super cool
Hope you enjoyed the break!
^
show me!
It's somehow a light blue, orange and dark blue all at once
Had no idea this was possible
These are SO good! And you're only using the deferred features here?
Yess ☺️
Only deferred and my deferred pack
Absolutely amazing.
Thank you!! 😁 Worked on it really hard
And it shows! Congrats!
Ooh @pure lagoon I forgot these too!
So good!!
Now I need to see the latest from Poggy
@pure lagoon
I've been busy doing some reworks
I saw this! Got me very excite! 😄 I want to see MOAR
I prefer to showcase the final product 🥲
I see they fixed entity emissive
its always worked. but uhhhhhhhhhhhhhh ive done some fixes of my own
I didnt say it never worked. I meant that it was super bright.
ohhhhhhhhh
yeah i did fixes of my own for that
this was before
the problem i guarantee you is how tonemap operators are handling white clip values at this moment. the pixels hit that white clip cutoff point so quick that they just cant get brighter or appear pure white when they shouldnt
which makes emissives (even on blocks) look fairly bad
these problems are completely avoided if you darken the texture itself
with any tonemap. not just aces.
its just the issue is heavily exaggerated with aces
but after these fixes, most of the emissives end up looking way more natural
👎 Modifying the renderer folder.
i didnt
this is all vanilla
i went into photoshop and used the HSL filter and lowered the texture lightness levels
What's this referring to?
Gotcha.
Thats what I did for my blocks as well. Except I use a pythin script to do that.
it gives much better results on emissives
especially if using the aces tonemap where they all become pure white
adjusted night sky
Modified deferred bloom, left is vanilla, right is custom
i like the star shape
It does kinda look like convolution bloom for smaller objects, but it also makes bloom square in shape for larger ones
flim tone mapping
I've seen some cows and their skin looks smoother, maybe the effect will be better if you reduce the poles (deepest pixel and highest pixel, I don't know the name)
Why am I replying to old messages?
The way I saw the heightmap being used wasn't exactly to "give height to the skin" but more as a way to give it some texture rather than being fully flat
That's how I've used heightmaps on things like bricks. It's more meant to be very soft to show a bit of texturing rather than actually showing height. And when I want to show height I make it stronger
yess. If i wanted to show height i would make it much stronger
besides it will be almost invisible during gameplay
the right side is so gucci
updating sunset coloring
and i begin the journey. trying to make mars. utilizing some real life images as well as adding a bit of exxageration to it for visual style
martian
taking some extremely WILD guesses on this one as well, theres really not that many reference images
(yes the blue sun is correct. you can look it up)
Fixed my horror film preset from having the custom fog files loading correctly. (Latest version significantly tones down the contrast)
Is this out?
yes and no. not available on mcpedl yet
Me likey
evil bee
Don't bee evil
I love that one
working on a cool transition for nighttime
as the sun gets lower, the sky will get darker
i have it pretty synced up
I do need to adjust a few transition frames though
BEE PBR
ANGY WOLFERS PBR
this might be the smoothest im gonna get it for now
formal request to make stars emissive 🙏
would be the last thing to complete the nighttime fr
slight adjustments to daytime sky. made the zenith a bit more blue
that sky transition in actual gameplay is quite smooth
oh jeez the bitrate at the start😭
last video of the night
sword heightmap
Luminous Dreams.
bob+deferred=🔥
maybe i should try BOB
hell yeah!!
Real
Custom shader with depth of field (only modifying renderchunk; not using deferred or rtx)

Strawberry Deferred V3
I don’t know why blur immediately made it look so realistic 
Looks great tho
Ooooo!!!
not heightmaps
adobe substance designer my beloved
goated tool
but doing normals now lets me add nice details to other things like glass or ice. i can now add like scratches and stuff to glass etc
without messing up the base texture
Dang.
👩🍳🔥🥘
messing around with normals and glass
Introducing Vanilla Reforged! Enhanced vanilla textures with a new twist! Upscaled textures(not all are done and some are VERY funky so those are still default) to 128x. High pbr details, heightmap-like normals and more!
You should definitely do it for rtx
its in the works
i wanna do some cool normal map things for the rtx version. like custom glass refraction normals etc
Ooo that sounds nice
theres so much i can do with 128x. heck i could layer high detail normals for like scratching etc, over the heightmap normals too
might test this with like iron blocks
very rough and scuffed demo of what i may try doing in the future, just WAY finer tuned
adjusted iron block pbr. this is so good
i spilled my bottle of mercury
cooked🔥
🤓👆
Thanks! Looking to get a proper non test release out relatively soon
It's in feedback testing right now
Some trees in Luminous Dreams.
new banner?
holy moly
i just might start playing using your pack
an actual deferred survival i mean
the true crown will be for whoever can get me Deferred trailer-like PBR textures
quick question: will trying to strip down some random trailer-like textures rtx pack down to the pbr block textures and then loading it with a deferred pack maybe work?
asking for a friend
i will kiss anyone who gives me pbr with textures like these
truly better
Trying a cool "frosted glass" effect. Will likely tune it back but it gives a cool look to the glass
I love your pack
Plague pbr is soo good too🥹
Plague pbr recorded on a phone
Thank you 🥰
if kiss is a huge sum of money then sure pookie /j
cool hybrid like normal thingy for slime (RTX) it merges a heightmap with a more realistic bumpy like texture
and since this is just normals, the base texture is unnafected
interesting

The music composer:
Added swirly bokeh and proper aperture sampling
custom shader content 😋
Prismarine
Shower with frosted glass
It’s not like a perfect frosted glass
It’s very soft but that’s how I wanted it
To the many users of this post, I think it'd be best to create and peruse new posts for showcases, knowledge, help, etc.
As such, I'm locking this post. 
This post won't be deleted by the way if there are any concerns of such.



