another feature request for future versions, could we see volumetric light to replace godrays? from what i understand, its much more acurate and doesnt require you to look at the light source for the effect to be seen like godrays. plus it makes indoor scenes much more beautiful without having to look directly at a window. it could also be implemented underwater to compliment the caustics youre working on, something like this for instance:
I hardly want to implement VL for now, since i tried to implement it once and it rips my fps (below 10 i remember)
Also, realistic caustics is not easy for me. The math might be complicated.
I hardly want to implement VL for now, since i tried to implement it once and it rips my fps (below 10 i remember)
Also, realistic caustics is not easy for me. The math might be complicated.
hmm ok then, fair enough
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Made a minecraft cinematic with your shader. I put all the credits of your shader to this site.If you want to use my video for your site you can, if you dont its fine but i will say you outdid yourself with this shader pack. There are alot of neat features that i enabled for the video. Hope you like it.
Made a minecraft cinematic with your shader. I put all the credits of your shader to this site.If you want to use my video for your site you can, if you dont its fine but i will say you outdid yourself with this shader pack. There are alot of neat features that i enabled for the video. Hope you like it.
oh hi
i watched this before you posted it here.
sure, i'll add it to the front page
those clouds look a lot better! wondering how the cloud shadows will fare, shadows can be really gitchy with objects high in the sky, it looks super ugly when the shadows jump aound the closer you get to the object vs the ground.
still wondering if its possible to get fxaa built into the shader nvidias fxaa sucks so much!
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The Meaning of Life, the Universe, and Everything.
Join Date:
3/16/2015
Posts:
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Minecraft:
CaptTatsu
Member Details
look at that carefully placed stained glass. i placed bedrock because why not. fyi resourcepack is dokucraft.
v52 won't recieve more patch, since v53 will be available soon.
i recently tried to do something with stained glass and colored shadows. here's what i managed to do:
fixed opacity
before
after
fixed colored shadow pass through everything
before
after
fixed colored shadow ignore anything behind
before
after
also, we got volumetric light, thanks to Robobo1221
godrays and vl can't be enabled together, but it might be fixed later (or not)
i will release a preview as soon as i can
the volumetric light is absolutely beautiful. bit odd indoors, windows tend to look foggy and the light doesnt always seem to cast though the window, well... not from what i can see at least.
also looks like the volumetric light should follow maybe the sky or fog colour if vanilla sky is turned on, it tints the sky colour blue regardless of the setting:
but my god its beautiful in some areas:
hope this helps when you start development again!
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Your volumetric light is very good but it's not very present here's the only time i saw the volumetric light effect :
ps : for the speculars, I used my rp but the version w/ speculars isn't released yet...
it only tends to work if an object is blocking the suns light, volumetric light if in the suns path will fill all air with a foggy light so you will generally only see it in certain areas.
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[Shaders] Program loaded: gbuffers_terrain
[Shaders][SEVERE] Error compiling fragment shader: /shaders/gbuffers_water.fsh
[Shaders] Shader info log: /shaders/gbuffers_water.fsh
Fragment shader failed to compile with the following errors:
ERROR: 0:263: error(#132) Syntax error: "mat2" parse error
ERROR: error(#273) 1 compilation errors. No code generated
[Shaders][SEVERE] Error linking program: 16
[Shaders] Info log: /shaders/gbuffers_water.vsh, /shaders/gbuffers_water.fsh
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[Shaders] Info log: /shaders/gbuffers_water.vsh, /shaders/gbuffers_water.fsh
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[Shaders][SEVERE] [Shaders] Error: Invalid program "gbuffers_water"
[Shaders] Info log: /shaders/gbuffers_entities.vsh, /shaders/gbuffers_entities.fsh
Validation successful.
[Shaders] Program loaded: gbuffers_entities
[Shaders] Info log: /shaders/gbuffers_hand.vsh, /shaders/gbuffers_hand.fsh
Validation successful.
[Shaders] Program loaded: gbuffers_hand
[Shaders] Info log: /shaders/gbuffers_weather.vsh, /shaders/gbuffers_weather.fsh
Validation successful.
I hardly want to implement VL for now, since i tried to implement it once and it rips my fps (below 10 i remember)
Also, realistic caustics is not easy for me. The math might be complicated.
hmm ok then, fair enough
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Vl takes alot of the resources from the GPU. Im also waiting abit before i implement it in mine. Its better to focus on performance first
i'm trying to implement bokeh effect from old dof to the current dof.
it looks good, but rip fps. old dof might be removed because bokeh will be available in current dof.
Hey dude, enjoy the cinematic!
Cody Wright
Made a minecraft cinematic with your shader. I put all the credits of your shader to this site.If you want to use my video for your site you can, if you dont its fine but i will say you outdid yourself with this shader pack. There are alot of neat features that i enabled for the video. Hope you like it.
oh hi
i watched this before you posted it here.
sure, i'll add it to the front page
I noticed that armour on the ground and on a player doesn't blur correctly with new DOF.
enchanted stuffs are categorized as something different. this might be fixed in the next patch
next patch will have new, softer looking cloud.
i'm also replacing temperature tinting with the more versatile color process. you can set the tint color to anything you want.
also added option to enable cloud reflection. it's disabled by default and gives small fps gain when disabled.
i'll see if there's more stuffs that slightly improves fps when disabled.
those clouds look a lot better! wondering how the cloud shadows will fare, shadows can be really gitchy with objects high in the sky, it looks super ugly when the shadows jump aound the closer you get to the object vs the ground.
still wondering if its possible to get fxaa built into the shader nvidias fxaa sucks so much!
Dedicated Creative Server: mc.xemcorp.com Website & info at: xemcorp.com (click)
v52 won't recieve more patch, since v53 will be available soon. i recently tried to do something with stained glass and colored shadows. here's what i managed to do:
fixed colored shadow pass through everything before after
fixed colored shadow ignore anything behind before after
also, we got volumetric light, thanks to Robobo1221
godrays and vl can't be enabled together, but it might be fixed later (or not)
i will release a preview as soon as i can
oh my god that volumetric light is beautiful! i cant wait to try it out.
Dedicated Creative Server: mc.xemcorp.com Website & info at: xemcorp.com (click)
Just a little announcement, i'll pause my dev for a while. (don't ask the reason, probably not anything bad :p)
So, i'll make a beta release of v53 so you can try it.
Here's the list of the new features (and changes) in v53:
-Vanila based sky improvment.
-Simple water caustics.
-Old DOF removed, Current DOF is mixable with bokeh DOF (circle only for the moment)
-Partially rewrited cloud, looks softer.
-Stained glass and colored shadow improvment.
-Volumetric light. (will be marked as experimental)
-Option to disable normal shadow filter (small fps boost for low)
-More small tweaks and additions (?)
the volumetric light is absolutely beautiful. bit odd indoors, windows tend to look foggy and the light doesnt always seem to cast though the window, well... not from what i can see at least.
also looks like the volumetric light should follow maybe the sky or fog colour if vanilla sky is turned on, it tints the sky colour blue regardless of the setting:
but my god its beautiful in some areas:
hope this helps when you start development again!
Dedicated Creative Server: mc.xemcorp.com Website & info at: xemcorp.com (click)
Your volumetric light is very good but it's not very present here's the only time i saw the volumetric light effect :
ps : for the speculars, I used my rp but the version w/ speculars isn't released yet...
RP-maker : jPack ( actually in BETA )
it only tends to work if an object is blocking the suns light, volumetric light if in the suns path will fill all air with a foggy light so you will generally only see it in certain areas.
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In the V53 beta, something's a bit off with the water. Is this fixable/will be fixed?
which part looks a bit off? it looks fine for me.
I have a problem with the water in V53 Beta. The water didn't work and the game used the vanilla one, sending me an error to "gbuffers_water"
Here's the 'shadersmod' log when the V53 Beta to loaded up with no adjustments. (Standard)
[Shaders] Loaded shaderpack: BSL Standard v53BETA.zip
[Shaders] Uninit
[Shaders] Info log: /shaders/gbuffers_basic.vsh, /shaders/gbuffers_basic.fsh
Validation successful.
[Shaders] Program loaded: gbuffers_basic
[Shaders] Info log: /shaders/gbuffers_textured.vsh, /shaders/gbuffers_textured.fsh
Validation successful.
[Shaders] Program loaded: gbuffers_textured
[Shaders] Info log: /shaders/gbuffers_textured_lit.vsh, /shaders/gbuffers_textured_lit.fsh
Validation successful.
[Shaders] Program loaded: gbuffers_textured_lit
[Shaders] Info log: /shaders/gbuffers_skybasic.vsh, /shaders/gbuffers_skybasic.fsh
Validation successful.
[Shaders] Program loaded: gbuffers_skybasic
[Shaders] Info log: /shaders/gbuffers_skytextured.vsh, /shaders/gbuffers_skytextured.fsh
Validation successful.
[Shaders] Program loaded: gbuffers_skytextured
[Shaders] gdepth format: RGBA16
[Shaders] gnormal format: RGB16
[Shaders] composite format: RGBA16
[Shaders] gaux2 format: RGBA16
[Shaders] gcolor format: RGBA8
[Shaders] Info log: /shaders/gbuffers_terrain.vsh, /shaders/gbuffers_terrain.fsh
Validation successful.
[Shaders] Program loaded: gbuffers_terrain
[Shaders][SEVERE] Error compiling fragment shader: /shaders/gbuffers_water.fsh
[Shaders] Shader info log: /shaders/gbuffers_water.fsh
Fragment shader failed to compile with the following errors:
ERROR: 0:263: error(#132) Syntax error: "mat2" parse error
ERROR: error(#273) 1 compilation errors. No code generated
[Shaders][SEVERE] Error linking program: 16
[Shaders] Info log: /shaders/gbuffers_water.vsh, /shaders/gbuffers_water.fsh
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[Shaders] Info log: /shaders/gbuffers_water.vsh, /shaders/gbuffers_water.fsh
Fragment shader(s) were not successfully compiled before glLinkProgram() was called. Link failed.
[Shaders][SEVERE] [Shaders] Error: Invalid program "gbuffers_water"
[Shaders] Info log: /shaders/gbuffers_entities.vsh, /shaders/gbuffers_entities.fsh
Validation successful.
[Shaders] Program loaded: gbuffers_entities
[Shaders] Info log: /shaders/gbuffers_hand.vsh, /shaders/gbuffers_hand.fsh
Validation successful.
[Shaders] Program loaded: gbuffers_hand
[Shaders] Info log: /shaders/gbuffers_weather.vsh, /shaders/gbuffers_weather.fsh
Validation successful.
[Shaders] Program loaded: gbuffers_weather
[Shaders] Shadow map resolution: 2048
[Shaders] Shadow map distance: 256.0
[Shaders] Sun path rotation: -40.0f
[Shaders] Wetness halflife: 70.0f
[Shaders] Dryness halflife: 70.0f
[Shaders] Hardware shadow filtering enabled.
[Shaders] Noise texture enabled
[Shaders] Noise texture resolution: 1024
[Shaders] Info log: /shaders/composite.vsh, /shaders/composite.fsh
Validation successful.
[Shaders] Program loaded: composite
[Shaders] gdepth mipmap enabled for /shaders/composite1.fsh
[Shaders] Info log: /shaders/composite1.vsh, /shaders/composite1.fsh
Validation successful.
[Shaders] Program loaded: composite1
[Shaders] gaux2 mipmap enabled for /shaders/composite2.fsh
[Shaders] Info log: /shaders/composite2.vsh, /shaders/composite2.fsh
Validation successful.
[Shaders] Program loaded: composite2
[Shaders] Info log: /shaders/final.vsh, /shaders/final.fsh
Validation successful.
[Shaders] Program loaded: final
[Shaders] Info log: /shaders/shadow.vsh, /shaders/shadow.fsh
Validation successful.
[Shaders] Program loaded: shadow
[Shaders] usedColorBuffers: 8
[Shaders] usedDepthBuffers: 3
[Shaders] usedShadowColorBuffers: 1
[Shaders] usedShadowDepthBuffers: 2
[Shaders] usedColorAttachs: 8
[Shaders] usedDrawBuffers: 4
[Shaders] Framebuffer created.
[Shaders] Shadow framebuffer created.
[Shaders] Reset world renderers
[Shaders] Reset model renderers