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    posted a message on [1.6.4 - 1.11.2]Sildur's shaders [PC/MAC/INTEL] Enhanced default [redone] released! (March, 10, 2017)
    Quote from randomouscrap»

    I love the effect of volumetric lighting! I noticed it makes the atmosphere pretty hazy, particularly at sunset. I was wondering if you planned on having settings for the average atmospheric density, or whether you wanted to add a sort of dynamic system where different days have different amounts of haze.


    Or is the volumetric lighting haze dependent on the fog setting?


    Hm, volumetric lighting is currently more like slapped ontop of everything, which is why I put WIP behind it's build. It will most likely be rewritten in the future to fit more into the current lighting. (I actually prefer godrays over volumetric lighting, at least for now)
    Posted in: Minecraft Mods
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    posted a message on [1.6.4 - 1.11.2]Sildur's shaders [PC/MAC/INTEL] Enhanced default [redone] released! (March, 10, 2017)
    Quote from GreatMCGamer»

    Running around in avg forest with renderdistance 10 with 75-83fps with GTX 980Ti with avg 50-70% load and spikes some times 80-90% with Driver 378.78 using Sildur's Vibrant Shaders 1.162 Extreme-Volumetric Lighting WIP with default settings in 1080p with 1.11.2 Optifine HD B6... Is this what I'm supposed to be getting? Or am I hitting a CPU bottle neck with my i7 3930k 4.2Ghz?


    Also depth of field doesn't work with motion blur.

    And God rays are simply broken... Although With these Volumetric Lightings who needs god rays. (God rays work on the non Volumetrich Lighting versio)


    This is my faivorite Shader pack. Keep up the good work!


    Sounds good to me, ambient occlusion probably causes the biggest slowdown in that scenario because of all the leaves.
    Hover over the volumetric lighting option, a note should popup saying that godrays must be disabled before enabling -> they don't work together. Same for motionblur and dof.

    Quote from Peppered_»

    hi Sildur,I was wondering, in older versions of the sildurs vibrant shades you saw A blue ish tiny if you looked in the distance, I thought that it looked really cool and realistic, how ever in the more recent versions of your shades a lot of other cool things have been added but the blue tint seems to be gone, now I could just use an older version of your shaders but I also really like the new water shaders, lighting,shadows ect. So I was wondering if your ever going to add that effect again (because I absolutely loved it :P)


    You mean the blue-ish fog? Yeah lost abit of blue in general, but it might comeback in future versions.

    Quote from nytak619»

    Hey Sildur, is there anyway to get the Enhanced Default working properly with underwater vision (respiration)? Everything else aboutthe shader seems perfect.


    Seems to be working just fine for me. (Bit darker because of underwater shadows)
    https://imgur.com/a/8xplf

    Posted in: Minecraft Mods
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    posted a message on [1.6.4 - 1.11.2]Sildur's shaders [PC/MAC/INTEL] Enhanced default [redone] released! (March, 10, 2017)
    Quote from randomouscrap»

    I'm sorry to bug you about this Sildur, but I was wondering if specular mapping would be coming anytime soon. I love shiny surfaces; I think it adds a lot to the feel, especially for stuff like ore and rails. I'm not familiar with shader programming; is it difficult to add? Does GLSL provide a thin layer over the graphics pipeline and you have to program the effects yourself, or does it come with standard functions for a lot of this stuff?


    Have to do it myself. It's still planned, there was a discussion with other shader devs aswell as a formula to use in order to make resourcepacks work across different shaderpacks. So will see how that goes.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4 - 1.11.2]Sildur's shaders [PC/MAC/INTEL] Enhanced default [redone] released! (March, 10, 2017)
    Quote from BluXDragon»

    Hi Sildur! This is still my favourite shader, which is impressive since normally I would stop using one within a few weeks.

    Any chance you've made progress on the particle or End Gateway issues I mentioned earlier?

    Also, any possibility we'll have working nightvision/blindness in the Extreme version?


    Looked into that end gateway issue, can't really fix it. As for fireworks, not yet, at least not for vibrant shaders. Nightvision/blindness require support for the default lightmap, hard to support it while applying your own lighting. You might want to check out the rewritten enhanced default shaders, they support both fireworks particles and nightvision.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4 - 1.11.2]Sildur's shaders [PC/MAC/INTEL] Enhanced default [redone] released! (March, 10, 2017)
    Quote from Bjrs493»

    I've been messing around with your enhanced default shaders and have been loving it so far, but I've got a small bug where multiple block plants dont act as if they're connected. Two block high ferns & grass will have each block wave separately, as will sugarcane. This causes the textures to become disconnected and they look pretty gross.


    Any idea how I can fix that?


    Are you running 1.7.10? That MC version uses a different ID for the upper block of 2 height blocks, causing that glitch. Worlds that are generated in 1.7.10 and used in newer MC versions will also cause this. On the other hand, worlds generated in 1.8+ are working fine in 1.7.10.

    Quote from ZyborgJames»

    Thanks for the temporary fix! Is the issue caused some sort of z-fighting involving the shadows? (I'm a beginner programmer myself, and am just starting to get into OpenGL and GLSL)

    Hm, yea it could be z-fighting, could also be caused by a new uniform that I'm using. ShadowLightPosition for NdotL, it's sun and moon in eye space, maybe it's doing something weird at tick 6000.
    Quote from KeyEX99»

    Found the culprit, the current version of malisisdoors

    malisisdoors -1.10.2 -5.2.0
    and malisiscore - 1.10.2 -4.30

    in combination with your recent vibrant shader is messing up all doors :D Sadly, maybe one of you guys might find out why this is happening,
    those are two really nice enhancements for the game and it'd a shame if they can't work together.

    Greetings.

    Hm, I don't think there's much that I can do about this.
    Posted in: Minecraft Mods
  • 2

    posted a message on [1.6.4 - 1.11.2]Sildur's shaders [PC/MAC/INTEL] Enhanced default [redone] released! (March, 10, 2017)
    Quote from KeyEX99»

    Hey hooo, I got the hang of your shader and it really is some beautiful one!

    There is only one ... pitch black and really creepy issue.

    ALL doors are black now, like so black they even get bigger the further I am away

    ( guess ambient occlusion and blur is the reason ).


    Everything else is working like a charm, all mods and so on.


    But the black doors and some minor blocks that like to get some shiny glowy wet looking surface ( most of the time the one block under a tree stump )

    is making me a hard time leaving the shader installed ;/

    Greetings.


    ( Those are 4 different vanilla doors )




    I guess it's caused by your mods, can't really fix that in current vibrant shaders. However enhanced default should work with your mods, if you want to give it a try.

    Quote from ZyborgJames»

    I seem to have found a bug in the redone enhanced default shaders, v1.0

    If the sun/moon angle is set to default, when the time is about 6000, the shadows get all glitched out, as shown in the screenshot.

    Steps to replicate:

    1. Set sun/moon angle to default
    2. Set time to 5900
    3. Wait until shadows glitch for a split second



    Weird, will look into that.

    Temporary fix: Open up gbuffers_textured.fsh, line 37:
    const float sunPathRotation = -40.0f; //[0.0f -40.0f]
    Change 0.0f to -0.15f. Ingame go to shader options - shadows and set sun/moon angle to -0.15f

    Posted in: Minecraft Mods
  • 1

    posted a message on [1.6.4 - 1.11.2]Sildur's shaders [PC/MAC/INTEL] Enhanced default [redone] released! (March, 10, 2017)
    Quote from Eshquess»

    Hello, I need HELP!!!!!!!!!!!!!!!!!!

    I am using "Sildur's Vibrant shaders 1.162 Extreme" and I am having an issue when activating the "volumetric lighting" option because only three quaters of the screen seem to display it correctly.

    Does anyone know this issue and knows how to fix it?


    I have added two screenshots in the attachments section.


    Thanks in advance.


    Eshquess.


    Disable godrays if you want to use volumetric lighting.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4 - 1.11.2]Sildur's shaders [PC/MAC/INTEL] Enhanced default [redone] released! (March, 10, 2017)
    Quote from lilskorupski»

    Awesome release! It fixed my problem with the yellow water.

    Attached are some minor glitches that I found with my build.

    Caused by low quality reflections(raytrace), might change the reflections toggle from off|on to off|fast|fancy in the future.
    Posted in: Minecraft Mods
  • 1

    posted a message on [1.6.4 - 1.11.2]Sildur's shaders [PC/MAC/INTEL] Enhanced default [redone] released! (March, 10, 2017)
    Quote from lilskorupski»

    Gotcha. When do you plan on releasing it?


    As for now, is there any fix to the reflection on the water?


    Hm, how about now?

    Enhanced default [redone] v1.0 released!


    Why redone?
    Because it was rewritten from scratch, thus redone..

    Features:
    - Full support for default minecraft, meaning things like night vision work fine!
    - Shadows, colored shadows, underwater shadows, reflections, cel-shading, color boost, crossprocess(color filer), motionblur, depth of field and distance blur
    Everything listed above can be tweaked ingame, so be sure to check out those shader options!

    Requirements:
    This rewritten shaderpack requires optifines preview builds to work correctly:
    http://optifine.net/downloads
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4 - 1.11.2]Sildur's shaders [PC/MAC/INTEL] Enhanced default [redone] released! (March, 10, 2017)
    Quote from lilskorupski»

    How do you get to the reflection settings? I'm on a crappy Macbook Pro but the enhanced shaders look awesome except for the water reflecting yellow all around me.

    Screenshot is from the unreleased enhanced default rewrite.
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4 - 1.11.2]Sildur's shaders [PC/MAC/INTEL] Enhanced default [redone] released! (March, 10, 2017)
    Quote from kiodrag»

    thanks for your fast reply!

    i already tried the enhanced default and there are no glitches. but for me this shaderpack is "not enough", i'm looking for a more eye candy experience ;)

    but thumbs up for the best performing shaderpacks! "sildurs vibrant shader medium or lite" just still looks amazing and has a very high framerate compared to other shaders in the same situation, i really like the overall appearance of all sildurs shaderpacks.


    How long would i have to wait for the mentioned shader updates? Because i think i gonna make my modpack without "wtf expedition", my friends are waiting^^ it is a very decorative mod but this doesn't help if compatibility fails :(


    would the new rendering system also have new fluids rendered like water? because water or fluids added by mods doesn't look like normal water now (it is the same for any shaderpack)


    The current enhanced default shaders can't really be compared to the rewritten one, scroll abit up I posted a few things related to the upcoming one. Probably gonna release it soon. As for vibrant shaders, no ETA. I have alot RL stuff going on currently.

    Supporting blocks/fluids added by mods currently requires you to add it's ID to the shaderpack. (in rewritten enhanced default)
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4 - 1.11.2]Sildur's shaders [PC/MAC/INTEL] Enhanced default [redone] released! (March, 10, 2017)
    Quote from kiodrag»

    Hi, i'm trying to use this shaderpack along with my modpack which
    contains about 75 mods. Everything runs fine except for the glitch you
    can see in the gif below. This occurs on blocks with a "transparent
    overlay" - in this case by the mod "wtf expedition".
    I tried several shaderpacks (Conquest of the sun - based on chocapics,
    kuda, sildur's basc and vibrant, tme and seus) but the glitches applied
    only to seus, sildur's vibrant and tme.


    So here are my questions

    is there any way to get rid of the glitches?

    what can i change to prevent "transparent overlays" beeing rendert like glass and not as a simple texture with alpha channel

    - some shaders simply show those textures flawless (see "kuda1,jpg" down below)


    I running MC 1.10.2 with forge forge 12.18.3.2185 and OptiFine 1.10.2_HD_U_D6 with integrated shader support


    This can't be changed easily, it's caused by the way transparent things get rendered. I'm working on rewritting enhanced default, it's rendering system works pretty well and shouldn't cause to much troubles with mods. It could probably be expanded to work as a new base for vibrant shaders. So wait for enhanced default or an updated version of vibrant shaders..
    Posted in: Minecraft Mods
  • 0

    posted a message on [1.6.4 - 1.11.2]Sildur's shaders [PC/MAC/INTEL] Enhanced default [redone] released! (March, 10, 2017)

    How do I disable the "user friendly" options? I really prefer to have the numbers in there.


    Hm, there's no option to disable that. However the only new thing added in 1.162 was water parallax, so you can simply replace the lang folder in 1.162 with the one from 1.161. It will break the fancy name for water parallax mapping (will be called WaterParallax instead)
    Posted in: Minecraft Mods
  • 3

    posted a message on [1.6.4 - 1.11.2]Sildur's shaders [PC/MAC/INTEL] Enhanced default [redone] released! (March, 10, 2017)
    Quote from reck829»

    So what is the Enhanced Default shader overhaul going to include?


    - Shadows
    - colored shadows(way better than current vibrant shaders)
    - underwater shadows
    - reflections
    - cel-shading
    - crossprocess(color filter)
    - color boost
    - depth of field
    - distance blur
    - motion blur
    - waving entities including tallgrass (vibrant shaders don't support that currently).
    Supports default lightmap, so mods like gammabright that make use of it are supported aswell.
    Also improved support for particles and such, for example fireworks are rendered correctly.
    Everything listed above can be tweaked, see the reflections options screenshot below.

    Since it's coded from scratch with performance in mind it's pretty damn fast aswell, 60-75fps @ 4k(render res x2), gtx960.
    Posted in: Minecraft Mods
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    posted a message on [1.6.4 - 1.11.2]Sildur's shaders [PC/MAC/INTEL] Enhanced default [redone] released! (March, 10, 2017)
    Quote from waka_wiki»

    I managed to get the download working so I put the .zip into the shader packs folder and im getting this weird reflection up in the sky, i saw what was written up top so i got optifine and runed it, i clicked instal but it made another profile separate of that of the shaders mod so when i went to play (in the shaders profile) i still got the reflection effect. How do i get optifine to "merge" with my shaders profile?

    You must launch the game using the new optifine profile, shadersmod is now part of optifine.
    Posted in: Minecraft Mods
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