The Meaning of Life, the Universe, and Everything.
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SilverDarkBlade
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Hey the way your downloads are layed out is a little bit confusing. Which download would i use for 1.7.10? and would i install it the same way as current versions?
while i am here i have to mention this pack is the best minecraft can look. especially the water, its my favorite part.
Does anyone know what texture pack is being used in the current pictures for this shaderpack forum page? If so please respond to me here. Thank you in advance.
Only fix would be to change the depth offset for shadows, which would introduce shadow acne. Increasing the resolution might work, depending on how Cody's shadows are written.
This is an unfortunate side effect of using a bias on the depth used for shadow calculations. If you don't use a bias/offset, then you'll end up with shadow acne, so we bias the depth we're comparing the shadow map against, effectively moving the surface the shadow is being projected on away from the light source, which reduces the acne, but introduces "peter panning", where shadows stop close to the casting surface. SEUS Renewed should fix this, though, by using screen-space raytracing to generate new shadows in screen-space, to fill in the gaps.
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Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
Thank you very much for your answer! Yet... it didn't work :S
I've followed the video step by step 3 times. I mean, I made 3 copies of the original composite1 and composite2 and followed the steps of the video separately with every copy of both archives just to ensure I was making no human mistake. Yet non of the 3 versions I did works... I'll post screenshots from my game to show you the problem. First how it looks with SEUS, second how it looks with other shaders.
SEUS (Even after having followed the video's steps):
Another Shader (Stazza's):
I'd really want to use SEUS, but I need that feature...
Try this.
Open composite1.fsh, then go to line 2803, and comment that entire line out.
Volumetric light only draws the light rays themselves, it doesn't draw the surface lighting, that's handled by some other code. Cody multiplies the direct light (light coming from the sun, which shadows are cast in) for surface lighting by the sky lightmap, which causes direct light to fade out when under cover, which helps to hide some issues with the shadow map. Uncommenting that line removes this, and should fix it.
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Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
Now... I see a minor problem, but I can stand it, during direct sunlight in exteriors, atmosphere feels a bit dusty... I think it is like if I constantly where under a giant global light ray (which have sense, but eyes adapt irl) Yet is subtle, if you know a quick fix I'd be gratefull but I do really love the results now, not a big concern (I'm just comparing to Stazza's which is the only other shader I feel can remotely stand a match against SEUS from my personal tests, that shader also have that dusty feel when I go from interiors to exteriors, but quickly the ingame eye adapts and the dusty feeling disapears).
This is an unfortunate downside to volumetric light. Because of the fact that volumetric light is, well, volumetric, it can lead to the world looking hazy when cranked up. Most shaders either turn volumetric light down to make it more subtle, or have it fade out whenever you transition from interior to exterior (and fade back in), Stazza's shader does the latter. SEUS just has it at a fixed strength.
To add a blend in, open composite2.fsh and go to line 1656, hit enter, then add this code in:
The "1.0" is the strength while indoors, the "0.2" is the strength while outdoors, and the "6.0" is basically the threshold for how far you have to be indoors. Play around with the values to get something you like, assuming I wrote the 1-minute code properly.
Just another question. I've noticed SEUS is by far the most fps hungry shader from all I've tested. I know shaders slow down machines. Mine is a monster so it can wistand it. But I'd like to know if my numbers are normal or I should look if I've got optifine or minecraft itself configured wrong and could improved.
I'm using a 32 chunks render distance. That is not negotiable, if optifine allowed me more, probably I'd go for more.
Graph card is GTX 1070
RAM is 16GB DDR4
CPU is i7-6700K
With SEUS, inside caves I get around 30 fps. In the outside world I get 17-23 fps. Flying in creative at fast speed I can go down to 10-13 fps if I don't let my machine rest a bit. Flying at full speed also load chunks slower than my movement speed.
Is that what it should be expected using SEUS at 32 chunks load distance and with this hardware, or something seems wrong?
That's actually better than I expect for SEUS on a 1070 at 32 chunk render distance, to be quite honest. Shaders simply don't scale well with render distance, because the work needed to be done adds up exponentially.
SEUS is also a pretty unoptimised shader, so that also wouldn't be helping your FPS.
But seriously, for me, right now, you are a wizzard. If I ask you how to solve war, hunger and global warming will you teach me too??
The secret to all your problems, is ravioli. Trust in the ravioli.
Since it seems I cannot end one of my posts without one last question: is it normal that inside caves, from times to times there appear sun reflections where there shouldn't be any that just vanish after moving around a bit?
It could be the game's frustum culling messing with shadows some. The game basically only renders chunks that are inside your "field of view", and so this messes with shadows, which can be projected by blocks inside chunks outside of your "field of view". Incidentally, this is one of the reasons why SEUS originally faded the direct light out when a block was under cover, to hide these sort of problems. So unfortunately, there isn't really a solution outside of adding that fade back in.
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Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
And here I am again. Sorry for beeing unable to narrow things myself :S
As I stated somewhere above, I wanted to resaturate nightsky again with color, and since I had already seen lines about saturation within shader's files I thought it would be easy.
I've tryed this for hours but it isn't working. I've discovered how to change saturation of color from blocks during night, which I thought it would be harder. But no matter what I do I cannot make nightsky color change from the shader's default blueish white...
I know the texture I'm using has vibrant colors since, in vanilla no shader or with other shaders I get those purples and blues... I know seus is not overwriting the texture completly because I can see the adecuate patterns of stars and galaxies that texture bring... but the color is totally white with a bit of blue...
Atempts I've made are looking in every single file for key words "sky" "satur"(saturation), "vibr"(vibrancy-vibrant),and "nighteye". Then tweaking values within them or comenting whole lines, going inside, testing results, usually breaking the shader, etc, etc. I did one last desperate attempt of completly disabling any invocation of the donighteye method within any file from composite (0), 1, 2, 3 and final. Yet, besides ugly results, the sky was still gray as always...
Beeing positive, I've definetivetly learned how to change block color saturation tint in rgb during night time, which is something I would definetively like to play with... once I've got a proper sky to make blocks match something xDD
So I'm out of clues again... Any advice on how to remove any control from the shader's side over my nightsky texture so that it can use it's own colors again?
Never messed with resource pack support for skies, so I don't know off the top of my head. To make things easier on the both of us, feel free to join the shaderLABs Discord server, I'm called jaekmichie97 over there.
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Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
The Meaning of Life, the Universe, and Everything.
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Anyone know what could be causing this? It does this every time it rains. Could it be an issue with using the stock textures (which don't have specular maps)?
ATTACHMENTS
2017-10-29_10.58.59
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"There's no I in pie. Well, except the I." -Peter Griffin, Family Guy
Hello, I have some problems that I could not solve on my own. Help me please
When i turn on the shader v11.0, I get a black screen with a few highlights of bright areas (take a closer look). Search on the forum did not give anything.
My PC - GTX1080, Ryzen 1600x. I use 388.13 version of video driver, and OptiFine_1.7.10_HD_U_E3.
EDIT: Figured it out, needed to allocate more memory to the game.
Hey everyone, I seem to be having an issue running this pack with forge. Using just optifine by itself, the shader works great. However once I move to a forge profile with optifine installed as a mod (in the mods folder) the game becomes extremely choppy, dropping from a consistent 60fps to an almost unplayable stuttering. I've installed optifine both ways (1. simply dropping the .jar file into the "mods" folder, 2. running the .jar file and chosing the "extract" option and extracting to my "mods" folder) and I have checked to make sure that both optifine and forge are compatible. I cannot seem to find a thread about this issue online, so I am kinda stuck. Terribly sorry if this is a silly question, but I haven't played this game in close to 5 years now and i'm not as savvy with this stuff as I used to be haha. Thanks!
I've also included attachments verifying that I have the correct version installed for both mods. If you can't read them i'll upload them to imgur or some other site.
I don't think this has anything to do with my specs, but i'll post them just in case they're needed:
The Meaning of Life, the Universe, and Everything.
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Hey. AMAZING WORK on the v11 water. It looks amazing compared to v10. However... is the ground supposed to look like this? i have an attached image it looks like the grass is made of glossy glass. Also why does v11 give me about 38fps while v10 gives me about 110fps?
For "brilliant grass" as you say, you have to activate the option "Force Wet Effect"
And if you are about 38 fps as you say, it is that performance level, the Seus V10 was lighter compared to the Seus V11 which is really heavy because of the Global Illumination, the SSAO, the volumetric clouds, etc. ..
Is the new "renewed" shader pack going to be released anytime soon? I cannot find a date on the OP (which is kinda messy), so I'm guessing it's gonna take quite some time.
I find that V11.0 tends to make certain modded blocks look like water such as garage doors from carpenters blocks and the TV from mr. creyfish's furniture mod. all in 1.7.10 btw.
Hey the way your downloads are layed out is a little bit confusing. Which download would i use for 1.7.10? and would i install it the same way as current versions?
while i am here i have to mention this pack is the best minecraft can look. especially the water, its my favorite part.
SEUS Renewed Beta 0.9.2 is out! https://www.patreon.com/posts/14933430
Some bugfixes, improved torch light (now based on kelvin color temperature), and added more configurable shader options to further customize the look!
Check out the difference between v11 and Renewed, pretty crazy!
Creator of Sonic Ether's Unbelievable Shaders
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I'm assuming there will be an option to disable this? The TAA on Chocapic V7 is a bit buggy on things like waving leaves, hoping it's better on yours.
i want to run this at extreme, but i only get 30 fps. any settings i should change to make it run better that wont change the graphics too much?
pc specs:
16 GB RAM
NVIDIA GeForce GTX 1060
i7-7700 CPU @ 3.60 GHz
x64 based processer
Does anyone know what texture pack is being used in the current pictures for this shaderpack forum page? If so please respond to me here. Thank you in advance.
Only fix would be to change the depth offset for shadows, which would introduce shadow acne. Increasing the resolution might work, depending on how Cody's shadows are written.
This is an unfortunate side effect of using a bias on the depth used for shadow calculations. If you don't use a bias/offset, then you'll end up with shadow acne, so we bias the depth we're comparing the shadow map against, effectively moving the surface the shadow is being projected on away from the light source, which reduces the acne, but introduces "peter panning", where shadows stop close to the casting surface. SEUS Renewed should fix this, though, by using screen-space raytracing to generate new shadows in screen-space, to fill in the gaps.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
Try this.
Open composite1.fsh, then go to line 2803, and comment that entire line out.
Volumetric light only draws the light rays themselves, it doesn't draw the surface lighting, that's handled by some other code. Cody multiplies the direct light (light coming from the sun, which shadows are cast in) for surface lighting by the sky lightmap, which causes direct light to fade out when under cover, which helps to hide some issues with the shadow map. Uncommenting that line removes this, and should fix it.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
This is an unfortunate downside to volumetric light. Because of the fact that volumetric light is, well, volumetric, it can lead to the world looking hazy when cranked up. Most shaders either turn volumetric light down to make it more subtle, or have it fade out whenever you transition from interior to exterior (and fade back in), Stazza's shader does the latter. SEUS just has it at a fixed strength.
To add a blend in, open composite2.fsh and go to line 1656, hit enter, then add this code in:
The "1.0" is the strength while indoors, the "0.2" is the strength while outdoors, and the "6.0" is basically the threshold for how far you have to be indoors. Play around with the values to get something you like, assuming I wrote the 1-minute code properly.
That's actually better than I expect for SEUS on a 1070 at 32 chunk render distance, to be quite honest. Shaders simply don't scale well with render distance, because the work needed to be done adds up exponentially.
SEUS is also a pretty unoptimised shader, so that also wouldn't be helping your FPS.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
The secret to all your problems, is ravioli. Trust in the ravioli.
It could be the game's frustum culling messing with shadows some. The game basically only renders chunks that are inside your "field of view", and so this messes with shadows, which can be projected by blocks inside chunks outside of your "field of view". Incidentally, this is one of the reasons why SEUS originally faded the direct light out when a block was under cover, to hide these sort of problems. So unfortunately, there isn't really a solution outside of adding that fade back in.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
Never messed with resource pack support for skies, so I don't know off the top of my head. To make things easier on the both of us, feel free to join the shaderLABs Discord server, I'm called jaekmichie97 over there.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
Anyone know what could be causing this? It does this every time it rains. Could it be an issue with using the stock textures (which don't have specular maps)?
Hello, I have some problems that I could not solve on my own. Help me please
When i turn on the shader v11.0, I get a black screen with a few highlights of bright areas (take a closer look). Search on the forum did not give anything.
My PC - GTX1080, Ryzen 1600x. I use 388.13 version of video driver, and OptiFine_1.7.10_HD_U_E3.
EDIT: Figured it out, needed to allocate more memory to the game.
Hey everyone, I seem to be having an issue running this pack with forge. Using just optifine by itself, the shader works great. However once I move to a forge profile with optifine installed as a mod (in the mods folder) the game becomes extremely choppy, dropping from a consistent 60fps to an almost unplayable stuttering. I've installed optifine both ways (1. simply dropping the .jar file into the "mods" folder, 2. running the .jar file and chosing the "extract" option and extracting to my "mods" folder) and I have checked to make sure that both optifine and forge are compatible. I cannot seem to find a thread about this issue online, so I am kinda stuck. Terribly sorry if this is a silly question, but I haven't played this game in close to 5 years now and i'm not as savvy with this stuff as I used to be haha. Thanks!
Current version of optifine that I am using
I've also included attachments verifying that I have the correct version installed for both mods. If you can't read them i'll upload them to imgur or some other site.
I don't think this has anything to do with my specs, but i'll post them just in case they're needed:
GeForce GTX 1080
Intel Core i7-7700 CPU @ 3.60GHz
32 GB RAM
Nvidia driver version 382.33
Hey. AMAZING WORK on the v11 water. It looks amazing compared to v10. However... is the ground supposed to look like this? i have an attached image it looks like the grass is made of glossy glass. Also why does v11 give me about 38fps while v10 gives me about 110fps?
Angry Budgie Storm awaiting orders...
thx. But how exactly do i do that?
Angry Budgie Storm awaiting orders...
I'm unable to download the mod, ad.fly just sends me to ads and malware websites/popups..
Is there any way to fix this weird shadow bug?
Is the new "renewed" shader pack going to be released anytime soon? I cannot find a date on the OP (which is kinda messy), so I'm guessing it's gonna take quite some time.
oh thanks. (sry havent replied in a while) i didnt look down there lol i thought you were talking about the buttons above it
Angry Budgie Storm awaiting orders...
I find that V11.0 tends to make certain modded blocks look like water such as garage doors from carpenters blocks and the TV from mr. creyfish's furniture mod. all in 1.7.10 btw.
Check out The Valley! My own Server and Modpacks!
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The Valley 1.7.10 is available on Technic here:The Valley 1.7.10 -> Curseforge External link HERE
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