I updated my drivers and doing so did not help much - now instead of static on my IE connectors, I've got an awful glitchy sky. Toggling clouds back on gives me a bright white sky, instead of one covered in striations, and also causes the return of the connector static.
I guess you should roll back to a driver that didn't get these static and sky glitches. I was just reading through this thread and apparently the newest drivers fixed the static for some users. If you don't know of a driver that didn't have this static stuff, just test out a couple of drivers here: https://www.geforce.com/drivers
You don't know how mad I was when I found the solution to your problem. After about 3 hours of trying to find out why "blahblahblah/6" worked but "blahblahblah*(1/6)" didn't. I found out that you just needed a "(1/6.0)" Yes, that's ALL you need to do! Just need to add a decimal point! The reason it took me 3 hours, was because I was making ambient light 40 times brighter, and the moonlight didn't get dim, like the moonlight was very bright. So I spent time trying to figure out how the math worked and everything, and eventually rage quit and went back to read the original problem, and then just experimented with your problem for about 30 seconds, and then fixed it. For some reason, the higher you go for ambient light, the less the moonlight dimness will take effect. So be careful about that. I'll see if I can fix that later.
Ok, so I found out a way to simplify things, but it still doesn't fix the moonlight stuff. I'm pretty sure the method I gave you at first also made sunlight the strongest thing in the world, so sorry about that. What you need to do is go back to the fsh file for the overworld, and undo EVERYTHING. You can just download the shaderpack again if you don't feel like doing that.
So find "vec3 LightC = mix(sunlight,moonlight,moonVisibility)*tr*(1.0-rainStrength*0.99);" and change it to: "vec3 LightC = mix(sunlight/n,moonlight/n,moonVisibility)*tr*(1.0-rainStrength*0.99); where "n" is the ambient light multiplier. This will make the sunlight AND moonlight dimmer.
Find "vec3 ambientC = ao*amb1 + emissiveLightC*(emitted*15.*color + torch_lightmap*ao)*0.66 + ao*0.002*min(skyL+6/16.,9/16.)*normalize(amb1+0.0001);" and change it to: "vec3 ambientC = ao*amb1 + emissiveLightC*(emitted*15.*color + torch_lightmap*ao)*0.66 + ao*0.002*min(skyL+6/16.,9/16.)*normalize(amb1+0.0001)*n;" with "n" being the ambient light multiplier. This will brighten the ambient light, but unlike before, this will keep torches the same, so no need for emissive light multiplier, unless you want to really.
For the nether, go to the composite.fsh file in the "world-1" folder. Find: "float torch_lightmap = 16.0-min(15.,(texture2D(gdepth,texcoord).z-0.5/16.)*16.*16./15);" and change it to: "(float torch_lightmap = 16.0-min(15.,(texture2D(gdepth,texcoord).z-0.5/16.)*16.*16./15))/n;" where "n" is a number that isn't actually a multiplier and you need to experiment with what you want. You see, there is no "ambient" light in the nether, so you need to torch everything up, the "torch_lightmap" division thing that I show you basically makes every single block torched up. If you try the same thing in the overworld, everything will look bright and more orange (or whatever colour you made you emissive blocks). In the nether, you don't notice this because the only light is from emissive blocks anyways, so it looks natural.
I went through everything before seeing your post. I'm just now seeing it after I have mostly the results I'm looking for. With such complex math I can't really tell what effects what. However, after finding the section that controls ambient light in the overworld (ambientC). I also noticed that there was very little difference between the equation for ambientC in the overworld composite and color * in the nether composite. I could mess with adding multipliers to ambientC and it wouldn't noticeably affect brightness of the sun, moon, or emissives. Meaning I didn't have to bother accounting for them. However even though the multiplier works on ambientC, using it on color * in the nether file just doesn't work right. On a hunch I decided the difference was the fact that ambientC is added to an arbitrary number and then multiplied. In short, instead of multiplying for increased light on ambient I am now adding 0.0015 for a nice brightness level. The same thing works in the nether as well as the overworld with similar results. I have full shader pack options added and everything works great.
The only thing I haven't quite gotten the way I wanted was the emissives setting. Right now it just flat out effects the brightness all around, but I'd prefer to affect the brightness at the edge of torchlight and the distance emissive light travels instead of just turning torches into mini-suns. I'm pretty sure what needs tinkering is "torch_lightmap" and "fallofl".
I created a menu called Low Light Brightness, moved the moonlight setting into it, and added ambient settings for overworld and nether, and emissive brightness which affects both worlds. I also added a comment to the menu saying people shouldn't try to upload these edits as a complete pack since it would violate Sildur's agreement policy. Just to be thorough.
Well, I think I brightened the edges of the torch light!
I have to go to sleep now, so I can't work on it for a while. But if you want to tinker yourself, just edit the line with "float torch_lightmap = 16.0-min(15.,(texture2D(gdepth,texcoord).z-0.5/16.)*16.*16./15);" I changed it to: "float torch_lightmap = 16.0-min(31.,(texture2D(gdepth,texcoord).z-0.5/16.)*32.*16./15);" to get the effect in the attachment. I experimented a lot with this, I think I'll be able to do it, but you can edit the values freely and see if you can come with a solution. Also, I think the newer version of my tutorial is a lot better and helps the nether too. I see you're still adding a value to the "color" line in the nether file, so you should try to edit the "torchlight" line in the nether like I showed in my previous tutorial. Since you're adding a value and not multiplying anymore for the color line in the overworld, does it affect torches? Or does it only affect ambient light and moonlight now. If your torches look like suns, you can just my follow my latest tutorial and I promise your torches won't be too bright, setting it to twice as bright makes the edges much brighter and it's hard to tell that the whole light is brighter. Anyways, do what you want as always, these are just my thoughts, also, I won't be able to get back to you if you respond within 10 hours, because I'm sleeping and I don't really use my computer in the morning.
HA. Square torch light. To clarify, putting "*n" at the end of the "color" line in either world seems to mess with emissive, sunlight, and moonlight as well as ambient. In the nether without the factors of sun or moon to temper the effect it just plain broke. However doing "+n" at the end of the "color" line in either world seems to ONLY affect low level ambient light (not sun, moon, torches, light levels in daylight), or at least I haven't noticed any change to the others with the modest numbers I've put in. I suspect it's like a lit candle at night is a lot more noticeable then the same candle on a sunny day.
TL,DR: my ambient light setting works perfectly.
The way I'm adjusting emissive light is the same as your original suggestion. It does affect ambient light very slightly as well and I'm not accounting for it, but I don't really care about that part. I'll see if I can make a collage of what I'm looking at.
Edit: so I do see it when it's side by side, but I it's not enough for me to mind. I kind of already got what I wanted just by adding that .0015 to "color *".
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NeonSunset
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Hi to Sildur (or anyone who might be able to help me). I'm using the Enhanced Default shaders (they look great, and I can still enjoy fireworks), but I have this problem with the semi-transparent bar behind character's names if I use a name tag, etc. on them, as you can see in this attached picture. If I turn off shaders, the problem is fixed. It's not bothering me... more of an annoyance really, but I was wondering if there's any way to fix this? If not, that's okay; I can live with it.
Shaders with graphical improvements will most certainly have a certain percentage of performance hit. It's not like you're going to break your computer by running shaders, just download Sildur's basic, and try it out. Do you like the performance? If not, set the shaders resolution, shadow resolution, and hand depth to 0.5 in the shaders menu from optifine. That will hopefully double your FPS for a more pixely experience. If you're still not happy, then no, Sildur's basic shaders cannot run on the most lowend PC's.
Not sure why it's not working for you on the latest driver. Any error messages in chat after selecting my shaderpack? If so upload your "latest.log" inside .minecraft/logs.
Hi to Sildur (or anyone who might be able to help me). I'm using the Enhanced Default shaders (they look great, and I can still enjoy fireworks), but I have this problem with the semi-transparent bar behind character's names if I use a name tag, etc. on them, as you can see in this attached picture. If I turn off shaders, the problem is fixed. It's not bothering me... more of an annoyance really, but I was wondering if there's any way to fix this? If not, that's okay; I can live with it.
Hm, not sure if I'm able to fix that, at least not without a performance hit, so probably not worth it.
i tried the enhanced default shader and found that you use the same refraction and noise for glass/panes, ice and water.
this makes it nearly impossible to add a "glass-reflective" effect to blocks like diamonds, emeralds, packed ice etc. without them looking very unnatural.
i'm not skilled enough to change it myself. could you add a new reflection method for solid blocks without refraction and noise? That would be nice.
I recently got a new pc so I decided to download shaders. When I searched for shaders I came upon yours. I download high and medium testing both of them. When I loaded the shaders my screen turned white when I was holding a item and when I am not the shaders work. This really bothers me and I wanted to see if u could help me.
SPECS
CPU: i7 7700k
GPU: GTX 1070 8gb
RAM: 32 GNB
Windows 10 64bit
I searched for help and it said composite 1 fix but in the video it was not related to what my problem was.
so a friend posted some pictures on our server's discord and i said looks cool how do i get, works like a dream till i get to the nether...where everything turns to brown or black...only thing i havnt tried is colplete comp restart, which im gona do in a sec
Tried looking for an answer but couldn't locate anything. How might I go about slowing down the waving animations? I love the waving but I feel it adds a tad too much swift motion to an otherwise static world.
Also, how would I tone down the day and night? They are exceptionally bright and fade out a lot of the texture particularly during the day.
Dunno about changing animations, but as for dimming sunlight and moonlight... moonlight is already an option in the shader pack settings. On the shader pack selection screen in optifine, after enabling sildur's shader pack, click the button in the bottom right corner and you'll find an option for Moonlight. For sunlight you'd have to edit the shader pack. Use Notepad++ to open composite.fsh from inside the pack. Without testing it I'm not completely sure which line to edit but my best guess is to find the line...
and insert before the semicolon "*0.5" or "-.0015" without quotes. The first option would theoretically cut the sunlight brightness in half while the second could be like turning down the brightness bar about 1/4 of the way. Maybe I'm completely wrong with both the numbers and the line to edit, but if you have time have fun with it.
I guess you should roll back to a driver that didn't get these static and sky glitches. I was just reading through this thread and apparently the newest drivers fixed the static for some users. If you don't know of a driver that didn't have this static stuff, just test out a couple of drivers here: https://www.geforce.com/drivers
You don't know how mad I was when I found the solution to your problem. After about 3 hours of trying to find out why "blahblahblah/6" worked but "blahblahblah*(1/6)" didn't. I found out that you just needed a "(1/6.0)" Yes, that's ALL you need to do! Just need to add a decimal point! The reason it took me 3 hours, was because I was making ambient light 40 times brighter, and the moonlight didn't get dim, like the moonlight was very bright. So I spent time trying to figure out how the math worked and everything, and eventually rage quit and went back to read the original problem, and then just experimented with your problem for about 30 seconds, and then fixed it. For some reason, the higher you go for ambient light, the less the moonlight dimness will take effect. So be careful about that. I'll see if I can fix that later.
Ok, so I found out a way to simplify things, but it still doesn't fix the moonlight stuff. I'm pretty sure the method I gave you at first also made sunlight the strongest thing in the world, so sorry about that. What you need to do is go back to the fsh file for the overworld, and undo EVERYTHING. You can just download the shaderpack again if you don't feel like doing that.
I went through everything before seeing your post. I'm just now seeing it after I have mostly the results I'm looking for. With such complex math I can't really tell what effects what. However, after finding the section that controls ambient light in the overworld (ambientC). I also noticed that there was very little difference between the equation for ambientC in the overworld composite and color * in the nether composite. I could mess with adding multipliers to ambientC and it wouldn't noticeably affect brightness of the sun, moon, or emissives. Meaning I didn't have to bother accounting for them. However even though the multiplier works on ambientC, using it on color * in the nether file just doesn't work right. On a hunch I decided the difference was the fact that ambientC is added to an arbitrary number and then multiplied. In short, instead of multiplying for increased light on ambient I am now adding 0.0015 for a nice brightness level. The same thing works in the nether as well as the overworld with similar results. I have full shader pack options added and everything works great.
The only thing I haven't quite gotten the way I wanted was the emissives setting. Right now it just flat out effects the brightness all around, but I'd prefer to affect the brightness at the edge of torchlight and the distance emissive light travels instead of just turning torches into mini-suns. I'm pretty sure what needs tinkering is "torch_lightmap" and "fallofl".
Here's the pastebin of changes.
I created a menu called Low Light Brightness, moved the moonlight setting into it, and added ambient settings for overworld and nether, and emissive brightness which affects both worlds. I also added a comment to the menu saying people shouldn't try to upload these edits as a complete pack since it would violate Sildur's agreement policy. Just to be thorough.
Well, I think I brightened the edges of the torch light!
I have to go to sleep now, so I can't work on it for a while. But if you want to tinker yourself, just edit the line with "float torch_lightmap = 16.0-min(15.,(texture2D(gdepth,texcoord).z-0.5/16.)*16.*16./15);" I changed it to: "float torch_lightmap = 16.0-min(31.,(texture2D(gdepth,texcoord).z-0.5/16.)*32.*16./15);" to get the effect in the attachment. I experimented a lot with this, I think I'll be able to do it, but you can edit the values freely and see if you can come with a solution. Also, I think the newer version of my tutorial is a lot better and helps the nether too. I see you're still adding a value to the "color" line in the nether file, so you should try to edit the "torchlight" line in the nether like I showed in my previous tutorial. Since you're adding a value and not multiplying anymore for the color line in the overworld, does it affect torches? Or does it only affect ambient light and moonlight now. If your torches look like suns, you can just my follow my latest tutorial and I promise your torches won't be too bright, setting it to twice as bright makes the edges much brighter and it's hard to tell that the whole light is brighter. Anyways, do what you want as always, these are just my thoughts, also, I won't be able to get back to you if you respond within 10 hours, because I'm sleeping and I don't really use my computer in the morning.
HA. Square torch light. To clarify, putting "*n" at the end of the "color" line in either world seems to mess with emissive, sunlight, and moonlight as well as ambient. In the nether without the factors of sun or moon to temper the effect it just plain broke. However doing "+n" at the end of the "color" line in either world seems to ONLY affect low level ambient light (not sun, moon, torches, light levels in daylight), or at least I haven't noticed any change to the others with the modest numbers I've put in. I suspect it's like a lit candle at night is a lot more noticeable then the same candle on a sunny day.
TL,DR: my ambient light setting works perfectly.
The way I'm adjusting emissive light is the same as your original suggestion. It does affect ambient light very slightly as well and I'm not accounting for it, but I don't really care about that part. I'll see if I can make a collage of what I'm looking at.
Edit: so I do see it when it's side by side, but I it's not enough for me to mind. I kind of already got what I wanted just by adding that .0015 to "color *".
Hi to Sildur (or anyone who might be able to help me). I'm using the Enhanced Default shaders (they look great, and I can still enjoy fireworks), but I have this problem with the semi-transparent bar behind character's names if I use a name tag, etc. on them, as you can see in this attached picture. If I turn off shaders, the problem is fixed. It's not bothering me... more of an annoyance really, but I was wondering if there's any way to fix this? If not, that's okay; I can live with it.
can sildur's basic run even on the most lowend pcs?
STOP MOD REPOSTS!!!
Here's a fanmade logo I made for Minecraft: Win10Ed:
You can find the banner here: http://textcraft.net/host-image.php?result=ok&ref=data1/d/0/d0b1fbcf89aa5e851b3c7e9d86c77f48816b909f2c71ee849ba7532c39a6e18170919630a5bb649b27f404617cf9f5d127aebb98338094370012ad5319ac499dec12cd72bd5dd08a7e4df54c.png
Shaders with graphical improvements will most certainly have a certain percentage of performance hit. It's not like you're going to break your computer by running shaders, just download Sildur's basic, and try it out. Do you like the performance? If not, set the shaders resolution, shadow resolution, and hand depth to 0.5 in the shaders menu from optifine. That will hopefully double your FPS for a more pixely experience. If you're still not happy, then no, Sildur's basic shaders cannot run on the most lowend PC's.
Rendering firework against the shader sky is tricky, it might be fixed somewhen in newer versions.
Not sure why it's not working for you on the latest driver. Any error messages in chat after selecting my shaderpack? If so upload your "latest.log" inside .minecraft/logs.
Hm, not sure if I'm able to fix that, at least not without a performance hit, so probably not worth it.
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i tried the enhanced default shader and found that you use the same refraction and noise for glass/panes, ice and water.
this makes it nearly impossible to add a "glass-reflective" effect to blocks like diamonds, emeralds, packed ice etc. without them looking very unnatural.
i'm not skilled enough to change it myself. could you add a new reflection method for solid blocks without refraction and noise? That would be nice.
Dear Sildur,
I recently got a new pc so I decided to download shaders. When I searched for shaders I came upon yours. I download high and medium testing both of them. When I loaded the shaders my screen turned white when I was holding a item and when I am not the shaders work. This really bothers me and I wanted to see if u could help me.
SPECS
CPU: i7 7700k
GPU: GTX 1070 8gb
RAM: 32 GNB
Windows 10 64bit
I searched for help and it said composite 1 fix but in the video it was not related to what my problem was.
http://imgur.com/a/NnMlK - Holding a item
http://imgur.com/a/SmvWt - Not holding a item
Thanks! If you need anything just ask me
All right, no problem at all... It's not too distracting. Thanks for the great shaders!
How do i disable item/hand blur?
so a friend posted some pictures on our server's discord and i said looks cool how do i get, works like a dream till i get to the nether...where everything turns to brown or black...only thing i havnt tried is colplete comp restart, which im gona do in a sec
picture of vanilla and with shader
And howw to fix pixelating character and lines on enchanting stuff
Tried looking for an answer but couldn't locate anything. How might I go about slowing down the waving animations? I love the waving but I feel it adds a tad too much swift motion to an otherwise static world.
Also, how would I tone down the day and night? They are exceptionally bright and fade out a lot of the texture particularly during the day.
Dunno about changing animations, but as for dimming sunlight and moonlight... moonlight is already an option in the shader pack settings. On the shader pack selection screen in optifine, after enabling sildur's shader pack, click the button in the bottom right corner and you'll find an option for Moonlight. For sunlight you'd have to edit the shader pack. Use Notepad++ to open composite.fsh from inside the pack. Without testing it I'm not completely sure which line to edit but my best guess is to find the line...
vec3 sun_ambient = bounced.w * (vec3(0.1, 0.5, 1.1)*2.4+rainStrength*2.3*vec3(0.05,-0.33,-0.9))+ 1.6*sunlight*(sqrt(bounced.w)*bounced.x*2.4 + bounced.z)*(1.0-rainStrength*0.99);
and insert before the semicolon "*0.5" or "-.0015" without quotes. The first option would theoretically cut the sunlight brightness in half while the second could be like turning down the brightness bar about 1/4 of the way. Maybe I'm completely wrong with both the numbers and the line to edit, but if you have time have fun with it.
currently all downloadlinks for the vibrant shaders are broken.
Nope, did you catch a bad redirect ad or something? Links seem fine.