I am using the default enhanced version of the shader. I
would like to know if it is possible to have another water on this
shader that wants to be faithful to vanilla but is clearly not terrible. I
find sildur vibrating very pretty and I would like to know if it would
be possible to have the opportunity to get the same water or another
version.
Otherwise the shader default enhanced is top.
While water in enhanced default could use some improvement it will always stay close to default. Vibrant shaders is for custom water.
Are the clouds intended to have this weird effect on their edges, if not how do I fix this?
That's dithering and yes it's requried, it usualy gets blurred to make it less visible, but doing that is a bit tricky in vibrant shaders. You can kinda blur it by enabling distance blur / depth of field in the ingame options.
I tried to download the Vibrant Medium version for 1.13.1, but when I clicked on it, the website was blocked because it said it was a Trojan.
it's probably a false positive, download the file and scan it with virustotal, shouldn't have a virus unless the file server was hijacked
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"Hello, this is Cayde-6 of the Vanguard. I realize that this is an abuse of the Tower PA, but whoever took my Sparrow, I will find you. And you'll wear a sign that says you stole... nevermin, nevermind. It's right here, sorry"
So I have this problem where water doesn't seem to be working correctly. It'll use the default animated texture, and then just overlay a static version of the light map onto it. Screenshot attached, the only thing animated is the default texture.
EDIT: Also, apparently certain blocks like Podzol, diorite, etc are now wavy. Just noticed this.
So I have this problem where water doesn't seem to be working correctly. It'll use the default animated texture, and then just overlay a static version of the light map onto it. Screenshot attached, the only thing animated is the default texture.
EDIT: Also, apparently certain blocks like Podzol, diorite, etc are now wavy. Just noticed this.
You're using the wrong version, use v1.172 with 1.13+ and v1.17 with 1.12.2 and below.
I am using a translator. If you apply Sildur's Vibrant shaders 1.172 you will not see the crack animation that occurs when you break the block. If only this can be solved, Sildur's Vibrant Shaders 1.172 is really good:D I also want to know why this message appears and how to resolve it. Help me
I am using a translator. If you apply Sildur's Vibrant shaders 1.172 you will not see the crack animation that occurs when you break the block. If only this can be solved, Sildur's Vibrant Shaders 1.172 is really good:D I also want to know why this message appears and how to resolve it. Help me
Should be resolved with more stable optifine versions. It's still in beta.
Vibrant shaders v1.173:
- Added ingame option cloudsblur, blurres the sky abit, making volumetric clouds less "noisy", enabled by default, very low performance hit. Unfortunately it won't work with MB or DoF enabled.
- Now works with 1.12.2 and below. 1.13+ requires optifine E3 pre4.
- removed basic end shaders.
- Adjusted lighting to prevent blocks from being overblown by light, like sand.
- Added ingame option lighting strength to the shadows screen.
- Added bumpmapping support, WIP, causes some lighting issues.
- Fixed tallgrass / doubleplants from waving out of sync in 1.13+ (top and bottom half)
- Now works with 1.12.2 and below. 1.13+ requires optifine E3 pre4 or newer.
v1.051:
- Fixed underwater fog, includes color changes per biome!
v1.052:
- Fixed tallgrass and tallplants again since optifine preview6 broke my previous workaround
Sildur, I'm loving the changes but is there a reason the high setting pack redirects to the Extreme version? The motion blur version link works fine but the normal one doesn't redirect properly.
Sildur, I'm loving the changes but is there a reason the high setting pack redirects to the Extreme version? The motion blur version link works fine but the normal one doesn't redirect properly.
Hm, just checked all the links, works fine on my end. Sent you a PM with the high version.
So the latest optifine preview that just came out, preview 6 broke my workaround for 2 height blocks like tallgrass in enhanced default v1.051. But after some very late night work I got it to work again.
Updated the main post, enhanced default v1.052 released, fixed tallgrass etc again, also fixed underwater fog in v1.051 for those who missed it, sorry of the small updates.
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I'm getting "page not found" on all of the Vibrant Shaders download links (the ones that use wirecellular URLs?). The rest are fine... not sure if it's you or me?
Also is there any reason to use Extreme vs. Extreme-Volumetric Lighting? The setting for VL seems to be in-game, so I wasn't sure if there was any other difference. Is it just the default settings that are different, and they're otherwise identical?
I'm getting "page not found" on all of the Vibrant Shaders download links (the ones that use wirecellular URLs?). The rest are fine... not sure if it's you or me?
Also is there any reason to use Extreme vs. Extreme-Volumetric Lighting? The setting for VL seems to be in-game, so I wasn't sure if there was any other difference. Is it just the default settings that are different, and they're otherwise identical?
Updated all the links, should be working fine now.
You can say the same about high and high motionblur, some users just don't mess with the settings at all and prefer to just grab a preset and roll with it.
I'm loving the shaders, especially how compatible Enhanced Default is with everything.
It has an issue on 1.12.2 though: The setting for waving tall grass makes bark blocks (at least the jungle wood ones, only placable with commands) wave as well.
I'd also love to see a bloom feature in Enhanced Default, if possible
I'm loving the shaders, especially how compatible Enhanced Default is with everything.
It has an issue on 1.12.2 though: The setting for waving tall grass makes bark blocks (at least the jungle wood ones, only placable with commands) wave as well.
I'd also love to see a bloom feature in Enhanced Default, if possible
Not sure which block thats supposed to be but all the ids are stored in block.properties before being used in gbuffers_textured.vsh, so you might be able to work something out with that.
Not sure about bloom, good bloom can be pretty slow, so will see.
EDIT: Fixed without version change, see below.
While water in enhanced default could use some improvement it will always stay close to default. Vibrant shaders is for custom water.
That's dithering and yes it's requried, it usualy gets blurred to make it less visible, but doing that is a bit tricky in vibrant shaders. You can kinda blur it by enabling distance blur / depth of field in the ingame options.
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I tried to download the Vibrant Medium version for 1.13.1, but when I clicked on it, the website was blocked because it said it was a Trojan.
it's probably a false positive, download the file and scan it with virustotal, shouldn't have a virus unless the file server was hijacked
"Hello, this is Cayde-6 of the Vanguard. I realize that this is an abuse of the Tower PA, but whoever took my Sparrow, I will find you. And you'll wear a sign that says you stole... nevermin, nevermind. It's right here, sorry"
~Cayde-6
Malwarebytes says the link has a trojan, too scared to go forward
Could I please get a direct link from someone for 1.3.1
Sildur's Vibrant shaders 1.172 Medium
Sildur's Vibrant shaders 1.172 High
So I have this problem where water doesn't seem to be working correctly. It'll use the default animated texture, and then just overlay a static version of the light map onto it. Screenshot attached, the only thing animated is the default texture.
EDIT: Also, apparently certain blocks like Podzol, diorite, etc are now wavy. Just noticed this.
Sent out some more PMs.
You're using the wrong version, use v1.172 with 1.13+ and v1.17 with 1.12.2 and below.
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Amazing dude, keep up the good work, but how do you download this? The pictures are amazing.
your download links gave my computer aids
I am using a translator. If you apply Sildur's Vibrant shaders 1.172 you will not see the crack animation that occurs when you break the block. If only this can be solved, Sildur's Vibrant Shaders 1.172 is really good:D I also want to know why this message appears and how to resolve it. Help me
Not going to reply to eveything, but saw your post and some stuff is already on the todo list.
Should be resolved with more stable optifine versions. It's still in beta.
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It would be neat to have a more realistic sky texture for the Enhanced Default shaderpack.
Sildur, I'm loving the changes but is there a reason the high setting pack redirects to the Extreme version? The motion blur version link works fine but the normal one doesn't redirect properly.
I won't change the sky in enhanced default. You can use a resourcepack to change it's textures and add more skyboxes and what not.
Hm, just checked all the links, works fine on my end. Sent you a PM with the high version.
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So the latest optifine preview that just came out, preview 6 broke my workaround for 2 height blocks like tallgrass in enhanced default v1.051. But after some very late night work I got it to work again.
Updated the main post, enhanced default v1.052 released, fixed tallgrass etc again, also fixed underwater fog in v1.051 for those who missed it, sorry of the small updates.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
I'm getting "page not found" on all of the Vibrant Shaders download links (the ones that use wirecellular URLs?). The rest are fine... not sure if it's you or me?
Also is there any reason to use Extreme vs. Extreme-Volumetric Lighting? The setting for VL seems to be in-game, so I wasn't sure if there was any other difference. Is it just the default settings that are different, and they're otherwise identical?
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Lead Admin and Gameplay Designer of Akenland: RPG-Inspired Survival Server
Updated all the links, should be working fine now.
You can say the same about high and high motionblur, some users just don't mess with the settings at all and prefer to just grab a preset and roll with it.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
I'm loving the shaders, especially how compatible Enhanced Default is with everything.
It has an issue on 1.12.2 though: The setting for waving tall grass makes bark blocks (at least the jungle wood ones, only placable with commands) wave as well.
I'd also love to see a bloom feature in Enhanced Default, if possible
Not sure which block thats supposed to be but all the ids are stored in block.properties before being used in gbuffers_textured.vsh, so you might be able to work something out with that.
Not sure about bloom, good bloom can be pretty slow, so will see.
EDIT: Fixed without version change, see below.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord