#View Atlases In-Game

1 messages · Page 1 of 1 (latest)

wind lava
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You can view the compiled atlas in-game at any time. Texture fields for both entities and particle effects support not only paths but also atlas references. The 2 useful ones are "atlas.terrain" and "atlas.items".

I posted a video about this on Bluesky.

Fun fact: you can view compiled atlases in-game. Just use “atlas.items” or “atlas.terrain” as the texture in any particle or entity. I use this infrequently to double-check that my atlas size isn’t getting out of control.

▶ Play video
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Here's an example particle effect you can use to see this straightaway:

{
    "format_version": "1.20",
    
    "particle_effect": {
        "description": {
            "identifier": "test:test",
            
            "basic_render_parameters": {
                "texture": "atlas.items",
                "material": "particles_alpha"
            }
        },
        
        "components": {
            "minecraft:emitter_lifetime_once": {},
            "minecraft:emitter_rate_instant": {"num_particles": 1},
            
            "minecraft:particle_lifetime_expression": {"max_lifetime": 30},
            "minecraft:particle_appearance_billboard": {
                "size": [30, 60],
                "uv": {
                    "texture_width": 1,
                    "texture_height": 1,
                    
                    "uv": [0, 0],
                    "uv_size": [1, 1]
                },
            
                "facing_camera_mode": "direction_z",
                "direction": {
                    "mode": "custom",
                    
                    "custom_direction": [1, 0, 0]
                }
            }
        }
    }
}
echo tulip
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For completeness, atlas.banner is the 3rd atlas.<something> texture in the game, although certainly not as useful as the other 2

wind lava
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Yeah. Unfortunately, I don't think it's dynamic.

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It's just vanilla's.

echo tulip
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Oh! Looks like there is also atlas.shield. I don't remember it being in the game before

wind lava
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Oops, my bad.

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I forgot about that one.

obsidian nest
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Why do the textures look so so stretched 😭

wind lava
# obsidian nest Why do the textures look so so stretched 😭

http://wiki.polycount.com/wiki/Edge_padding

When a game engine renders a scene it uses Texture filtering to smoothly render the texture, in a process called downsampling. If the gutters have colors that are significantly different from the colors inside the shells, then those colors can "bleed" creating seams on the model. The same thing happens when neighboring shells have different colors; as the texture is downsampled eventually those colors start to mix.

To avoid this, edge padding should be added in the gutters between each UV shell. Edge padding duplicates the pixels along the inside of the UV edge and spreads those colors outward, forming a skirt of similar colors.

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In the case of Minecraft, the downsampling issue is mostly avoided, but because of floating-point arithmetic, you can see some slight leaking along the edge of seams without padding.

obsidian nest
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I see, so there's no fix?

wind lava
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It's not broken.