#can we use different render methods on a custom geo block?
1 messages · Page 1 of 1 (latest)
{
"format_version": "1.20.20",
"minecraft:block": {
"description": {
"identifier": "rt:jar1",
"menu_category": {
"category": "construction"
},
"traits": {
"minecraft:placement_direction": {
"enabled_states": ["minecraft:cardinal_direction"]
}
}
},
"components": {
"minecraft:collision_box": true,
"minecraft:selection_box": true,
"minecraft:destructible_by_mining": {
"seconds_to_destroy": 1
},
"minecraft:queued_ticking": {"on_tick":{"event": "update"},"interval_range": [0,0],"looping": true},
"minecraft:destructible_by_explosion": {
"explosion_resistance": 3
},
"minecraft:flammable": {
"destroy_chance_modifier": 20,
"catch_chance_modifier": 5
},
"minecraft:geometry": "geometry.jar1",
"minecraft:material_instances": {
"glass": {
"texture": "glass_silver",
"render_method": "blend"
},
"chiseled": {
"texture": "chiseled_book",
"render_method": "opaque"
},
"seagrass": {
"texture": "seagrass",
"render_method": "alpha_test"
}
},
this is my code
You definitely can't use opaque with other render methods, but you should be able to use other render methods (like alpha_test and blend) together. I've never been able to get it working though and it's always resulted in strange rendering where different material instances display in different parts of the world like what your image shows. I'd recommend sticking to one