The problem is not easy to fix. Fast render should only affect terrain renderig, but somehow it changes the item glint rendering in the GUI. Versions 1.8 and 1.9 does not have this problem. Needs more testing.
Probably a stupid question, but can I use this in my modpack for my map? Like am I able to upload it with the other mods(mediafire)? The modpack itself will not be monetized
- added Fast and Fancy mode for Dynamic Lights
- entities on fire are dynamic lights (flame arrows, mobs burning)
- optimized chunk updates
- fixed barrier particles performance
- fixed barrier block in off hand to show barrier particles
I have natural textures off and the textures or "models?" still rotate randomly.
From what I have read in other forums and what The_zero_team said it seems i have to change all the blockstates inside the recource pack to something like this:
...
I wish Optifine would bring back the "Alternate Blocks" Setting or something similar.
It would be good if shaderpacks could disable dynamic hand lighting (because they can do it themselves, both quicker and without block flickering when you move around), while still maintaining the dynamic lighting from dropped objects.
Updated B5_pre, added shader option dynamicHandLight.
It can be used to disable the dynamic hand light if the shader implements its own hand light.
- entities on fire are dynamic lights (flame arrows, mobs burning)
Is this on blazes (and their fireballs) and magma cubes? If so, it'd be fun if magma cubes increased in light intensity when they jump (since they're exposing their core).
It'd also be nice if flaming projectiles had an altered model (fire texture trailing from the arrowhead for instance?) instead of particle flame. Not sure how difficult that would be for an altered model, but an altered texture (CIT-like? Instead of type=armor, type=arrow?) or maybe some other kind of shader effect (like a fire trail shader)?
Which reminds me, I remember asking you a while ago about stacking shader effects and you said you'd have to re-write the shader pipeline, is that somewhat going on here with dynamic lights or am I missing something (like only working with no shaders or 'internal shaders' set)?
- fixed barrier particles performance
- fixed barrier block in off hand to show barrier particles
I may have asked you this before (forgive me if that is the case), but could you make it possible for a static block model override for barrier particles using resource packs?
Very simple, if ./assets/minecraft/model/block/barrier.json is present within a resource pack, replace the barrier particles with a block instead. This will mean that a player with a certain resource pack can have barriers that are easier to see and aren't rotated with their view (better performance possibly since not particles, though that might apply better in 1.8?).
Example (of the type of model I'd like for the barriers. Note, it's an optimized model with 54 elements rather than 12) attached below.
ATTACHMENTS
construction_themed_barrier_model
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Is this on blazes (and their fireballs) and magma cubes? If so, it'd be fun if magma cubes increased in light intensity when they jump (since they're exposing their core).
It'd also be nice if flaming projectiles had an altered model (fire texture trailing from the arrowhead for instance?) instead of particle flame. Not sure how difficult that would be for an altered model, but an altered texture (CIT-like? Instead of type=armor, type=arrow?) or maybe some other kind of shader effect (like a fire trail shader)?
Which reminds me, I remember asking you a while ago about stacking shader effects and you said you'd have to re-write the shader pipeline, is that somewhat going on here with dynamic lights or am I missing something (like only working with no shaders or 'internal shaders' set)?
I may have asked you this before (forgive me if that is the case), but could you make it possible for a static block model override for barrier particles using resource packs?
Very simple, if ./assets/minecraft/model/block/barrier.json is present within a resource pack, replace the barrier particles with a block instead. This will mean that a player with a certain resource pack can have barriers that are easier to see and aren't rotated with their view (better performance possibly since not particles, though that might apply better in 1.8?).
Example (of the type of model I'd like for the barriers. Note, it's an optimized model with 5 elements rather than 12) attached below.
Blaze and magma cube will be added. The exposed core is a nice idea.
An alternative flame arrow model will probably not look right.
Shader stacking is still not possible and most probably it will never be possible.
The barrier blocks may be rendered as block entites, but the performance will go down.
While we're on the subject of lighting... I always found it interesting that you could change the gamma value in Minecraft's options.txt to negative values. Do you think Optifine could allow the user to set the brightness to below "Moody", or even above "Bright" on the fly?
Hello, I have been wondering this for a while, but I really want an optifine elytra ok. I get that banners are hard to do and also custom ones but the normal ones please please PLEASE add it to the mod! Love ya -Fire
Shader stacking is still not possible and most probably it will never be possible.
The barrier blocks may be rendered as block entites, but the performance will go down.
You still never explained the setup then. Is dynamic lighting disabled if you use a different shader pack or is it something like they could integrate your shaders into their pack (or have them 'called')? Or are you doing this on a different level than shaders?
Can you control the size and intensity of a light? If so, making lava pops and lava drips affected would be pretty cool as well. Similar to the magmacube core idea, the pops/drips could fade considering they're cooling off as they fly through the air. This would make lava a lot more real feeling.
With barrier block models, instead of block entities could you make a custom particle that inherits the model but isn't rotated to the viewer*? Though I guess aesthetics an usability are more important IMO (especially since it's optional and wouldn't be default), I was just thinking that without the rotation need it might be a bit better. Also, is barrier block model capability something that seems worth adding to you?
*= Similarly, it would useful (again, I may have mentioned before) to be able to render projectiles that have 3D models with rotation linked to their initial angle or their velocity (3D fireworks look the worst with typical particle view following).
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
You still never explained the setup then. Is dynamic lighting disabled if you use a different shader pack or is it something like they could integrate your shaders into their pack (or have them 'called')? Or are you doing this on a different level than shaders?
Can you control the size and intensity of a light? If so, making lava pops and lava drips affected would be pretty cool as well. Similar to the magmacube core idea, the pops/drips could fade considering they're cooling off as they fly through the air. This would make lava a lot more real feeling.
With barrier block models, instead of block entities could you make a custom particle that inherits the model but isn't rotated to the viewer*? Though I guess aesthetics an usability are more important IMO (especially since it's optional and wouldn't be default), I was just thinking that without the rotation need it might be a bit better. Also, is barrier block model capability something that seems worth adding to you?
*= Similarly, it would useful (again, I may have mentioned before) to be able to render projectiles that have 3D models with rotation linked to their initial angle or their velocity (3D fireworks look the worst with typical particle view following).
The dynamic lights are not implemented as shaders :-). They can be used with any shader pack.
The shader pack can disable the dynamic hand light if it implements a shader hand light.
Lava pops will have little effect as they start in lava (which is a light source) and they do not fly very far, so the lighting effect will not be noticeable. Lava drips are particles and they can not be dynamic lights. The particles are problematic because there may be too many of them and the performance will suffer. Nice idea however.
Some optimizations for lower light levels are possible and this might enable some particles to be dynamic lights.
Barrier blocks not rotated to the view point are possible, needs some testing. Blocky models are also possible.
What do you mean with "render projectiles that have 3D models with rotation linked to their initial angle or their velocity"?
What do you mean with "render projectiles that have 3D models with rotation linked to their initial angle or their velocity"?
All projectiles with items (except fire charges/fireballs/ghast fireballsdragon fireballs) can inherit custom 3D models from their item models. However, they still face the player's view like particles. This means if you launch fireworks on the ground (looking fully down) while you are facing north, the firework top will be facing north... and as you look (fully) upwards to see it the firework top will rotate until it is facing south. The speed it rotates compared to your view also makes is noticeable that it is rotating to meet your view.
When I say linked to initial angle I mean that the model will take on the angle that you originally had when you threw it. Imagine throwing a snowball (especially if it can move slowly), now with this setting you could walk around it and the angle would always be the same in relation to the world rather than facing the viewer (which also will look weird for snowballs thrown by other people but not at you).
By linked to velocity I mean exactly how arrows travel. They follow a parabola, the tip is higher when the arrow travels up and the tip is down as the arrow travels down. Going back to the fireworks, it would start facing up (since that's the way it's travelling) but as they veer off randomly the firework would rotate with the tip lining up with the arc of travel.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
The problem is not easy to fix. Fast render should only affect terrain renderig, but somehow it changes the item glint rendering in the GUI. Versions 1.8 and 1.9 does not have this problem. Needs more testing.
Probably a stupid question, but can I use this in my modpack for my map? Like am I able to upload it with the other mods(mediafire)? The modpack itself will not be monetized
First post, last spoiler:
Updated preview B5 for 1.9
- added Fast and Fancy mode for Dynamic Lights
- entities on fire are dynamic lights (flame arrows, mobs burning)
- optimized chunk updates
- fixed barrier particles performance
- fixed barrier block in off hand to show barrier particles
Actually I ws asking for written permission, but I guess that's a no
OptiFine Dynamic Lights with a flame bow
Updated B5_pre, any mob holding a torch should work now.
Updated B5_pre, added option Details -> Alternate Blocks
Updated B5_pre, added shader option dynamicHandLight.
It can be used to disable the dynamic hand light if the shader implements its own hand light.
Looks nice and smooth now!
Everfree Server - A small & friendly survival build server for older 'Crafters.
Is this on blazes (and their fireballs) and magma cubes? If so, it'd be fun if magma cubes increased in light intensity when they jump (since they're exposing their core).
It'd also be nice if flaming projectiles had an altered model (fire texture trailing from the arrowhead for instance?) instead of particle flame. Not sure how difficult that would be for an altered model, but an altered texture (CIT-like? Instead of type=armor, type=arrow?) or maybe some other kind of shader effect (like a fire trail shader)?
Which reminds me, I remember asking you a while ago about stacking shader effects and you said you'd have to re-write the shader pipeline, is that somewhat going on here with dynamic lights or am I missing something (like only working with no shaders or 'internal shaders' set)?
I may have asked you this before (forgive me if that is the case), but could you make it possible for a static block model override for barrier particles using resource packs?
Very simple, if ./assets/minecraft/model/block/barrier.json is present within a resource pack, replace the barrier particles with a block instead. This will mean that a player with a certain resource pack can have barriers that are easier to see and aren't rotated with their view (better performance possibly since not particles, though that might apply better in 1.8?).
Example (of the type of model I'd like for the barriers. Note, it's an optimized model with
54 elements rather than 12) attached below."I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Preview OptiFine B5 for 1.9.4 is here
- ported B5 for 1.9 to 1.9.4
- fixed the 1.9.4 chunk loading to work with Dynamic Lights
Blaze and magma cube will be added. The exposed core is a nice idea.
An alternative flame arrow model will probably not look right.
Shader stacking is still not possible and most probably it will never be possible.
The barrier blocks may be rendered as block entites, but the performance will go down.
Nether experiments:
Dynamic lights on fancy mode, runs better than fast which is amazing.
While we're on the subject of lighting... I always found it interesting that you could change the gamma value in Minecraft's options.txt to negative values. Do you think Optifine could allow the user to set the brightness to below "Moody", or even above "Bright" on the fly?
Hello, I have been wondering this for a while, but I really want an optifine elytra ok. I get that banners are hard to do and also custom ones but the normal ones please please PLEASE add it to the mod! Love ya -Fire
You still never explained the setup then. Is dynamic lighting disabled if you use a different shader pack or is it something like they could integrate your shaders into their pack (or have them 'called')? Or are you doing this on a different level than shaders?
Can you control the size and intensity of a light? If so, making lava pops and lava drips affected would be pretty cool as well. Similar to the magmacube core idea, the pops/drips could fade considering they're cooling off as they fly through the air. This would make lava a lot more real feeling.
With barrier block models, instead of block entities could you make a custom particle that inherits the model but isn't rotated to the viewer*? Though I guess aesthetics an usability are more important IMO (especially since it's optional and wouldn't be default), I was just thinking that without the rotation need it might be a bit better. Also, is barrier block model capability something that seems worth adding to you?
*= Similarly, it would useful (again, I may have mentioned before) to be able to render projectiles that have 3D models with rotation linked to their initial angle or their velocity (3D fireworks look the worst with typical particle view following).
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
The dynamic lights are not implemented as shaders :-). They can be used with any shader pack.
The shader pack can disable the dynamic hand light if it implements a shader hand light.
Lava pops will have little effect as they start in lava (which is a light source) and they do not fly very far, so the lighting effect will not be noticeable. Lava drips are particles and they can not be dynamic lights. The particles are problematic because there may be too many of them and the performance will suffer. Nice idea however.
Some optimizations for lower light levels are possible and this might enable some particles to be dynamic lights.
Barrier blocks not rotated to the view point are possible, needs some testing. Blocky models are also possible.
What do you mean with "render projectiles that have 3D models with rotation linked to their initial angle or their velocity"?
All projectiles with items (except fire charges/fireballs/ghast fireballsdragon fireballs) can inherit custom 3D models from their item models. However, they still face the player's view like particles. This means if you launch fireworks on the ground (looking fully down) while you are facing north, the firework top will be facing north... and as you look (fully) upwards to see it the firework top will rotate until it is facing south. The speed it rotates compared to your view also makes is noticeable that it is rotating to meet your view.
When I say linked to initial angle I mean that the model will take on the angle that you originally had when you threw it. Imagine throwing a snowball (especially if it can move slowly), now with this setting you could walk around it and the angle would always be the same in relation to the world rather than facing the viewer (which also will look weird for snowballs thrown by other people but not at you).
By linked to velocity I mean exactly how arrows travel. They follow a parabola, the tip is higher when the arrow travels up and the tip is down as the arrow travels down. Going back to the fireworks, it would start facing up (since that's the way it's travelling) but as they veer off randomly the firework would rotate with the tip lining up with the arc of travel.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
It's not a crash report, it's a launcher log.