Thaumcraft uses its own shader techniques to create some of the visual effects. I have TC6 working with the Enhanced Default shaders and it seems to produce fewer glitches than with the other version. I can see wisps (magic orb mobs) just fine for example.
Conflicts with shaders have been known for a few versions now. Check the Thaumcraft forum thread for references to shaders, the author gave his perspective on them a few times IIRC.
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Hi Sildur... I've been trying all the shaders available for 1.12.2 and yours it's the best by far, the only one that dont make my fps drop like a suicidal's selfsteem... And I love the feeling they give. But, I'm having problems with my TC6 mod.... All the shinny particles look weird, the "magic" effects too, the magic orbs mobs are invisible. But the most important, I'me having troubles with the Thaumometer, it's like a lent. With other shaders i can see through it but with yours i cant. And i don't seem to be able to do the "magic research" on the sun either.
Do I have to tell Thaumcraft dev about this?
HUGS, your shader has made me very happy.
Unforunately the shadersmod doesn't provide any mod support, we can only try to hack up some stuff to make it somewhat shader sided. Enhanced defaults rendering approach is more basic and closer to default minecraft. So it might work better with your mods, luckily it does have two ingame color options to get a more vibrant look, so you might want to check that out.
I have no idea whats going on... something is up with the lighting.
latest Java, Optifine, using the Sildur's Vibrant Shaders 1.17 Extreme-Volumetric Lighting WIP, and also have tried the other variants in trying to fix the lighting issue.
In the main post there was mentioned "Use the inbuild dynamic lights option from Optifine for handheld light!" But i messed with the options for quite sometime to only be stumped even more.
Hey Sildur, any possible way to adjust the color of the water in Sildur's Vibrant Shaders 1.17 High - Motionblur? Trying to give it a slight blue tint or something since it's damn near invisible underground but can't seem to find the line I'm looking for, any way you can point me in the right direction?
Somehow I have a weird problem because I do not know if the problem exists between Botania and the shader or if it is between Botania and Optifine
The funny thing is, I disable the shader, the problem is gone, I turn the shader on again, it's back in Optifine, I put the better grass out there, it's gone, but I'm back there again, I put the chunkloader of multicore on default it goes back to multicore it is back so it must be disabled only 1st thing of the 3 more I have not tested
The problem comes up when I build up the mana manifold from Botania and the mana pool and then mana is in the pool
As you can see on the screenshot, it always depends on where I am looking and where I stand
I speak German and have Teamspeak and Discord if needed for better explanation my english is not good and a have Translate with Google
As always, shadersmod doesn't support mods, so glitches like those are likely to happen.
I have no idea whats going on... something is up with the lighting.
latest Java, Optifine, using the Sildur's Vibrant Shaders 1.17 Extreme-Volumetric Lighting WIP, and also have tried the other variants in trying to fix the lighting issue.
In the main post there was mentioned "Use the inbuild dynamic lights option from Optifine for handheld light!" But i messed with the options for quite sometime to only be stumped even more.
Try it without mods, one of your mods is causing this, might want to check them one by one. Astral sorcery causes issues with it's sky for example.
I just experienced some incompatibility with the Equaminity resource pack. I already tried some other resource packs, which worked like a charm. But when I try shaders on with the recourse pack, I get the following problem:
Anyone knows a fix? Because the resource packs works fine without the shaders.
[/header]
Probably some weird config within the resourcepack causing this.
Hey Sildur, any possible way to adjust the color of the water in Sildur's Vibrant Shaders 1.17 High - Motionblur? Trying to give it a slight blue tint or something since it's damn near invisible underground but can't seem to find the line I'm looking for, any way you can point me in the right direction?
Water color is based on alot of things like the sky for example. It's rather hard to adjust it without making it look weird at certain times.
I would have a question to you because the actual developer does not answer me so the problem could have been caused by the shader or Optifine on the screenshot?
That's from Chisel
Is the problem what I described above with Botania with the 2 Screnshots somehow possible to fix this error?
I'm trying to keep my modpack as bug-free as possible if you can not program that's pretty hard to say^^
One last question I still have is this bug with the brightness that if you use the shader the game does not respond to the brightness setting neither the night vision works at all possible to fix the error?
I thought I just ask out of pure interest I have no idea of something like that ^ ^
I'm just just a normal gamer ^^
Well that's pretty much were enhanced default jumps in. Stuff like brightness setting and night vision should work with it and mods are less likely to cause visual errors.
I don't know if this is possible but if so: I'd like to request a performance option when using your shaders with the Dynamic Surroundings mod. That mod adds auroras to the night sky in polar biomes like Taiga, Cold desert etc.
The DS author indicates with a GTX 980 they get aurora rendering times around 23ms without shaders. I'm on a GTX 1070 and get around ~200ms (!), while running your Enhanced Default.
I already requested a performance slider (low/medium/high) on Orecruncher's Github but was sent here because it's apparently the shader causing 10x rendering on the auroras.
Would it be possible to have the shader rendering either set to Off for the auroras, or to get some sort of performance slider for these, please? I'm kind of loving the look of the auroras, IMO they really add a lot to those biomes, but that 200ms tends to compound with other things to suck FPS away.
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
I don't know if this is possible but if so: I'd like to request a performance option when using your shaders with the Dynamic Surroundings mod. That mod adds auroras to the night sky in polar biomes like Taiga, Cold desert etc.
The DS author indicates with a GTX 980 they get aurora rendering times around 23ms without shaders. I'm on a GTX 1070 and get around ~200ms (!), while running your Enhanced Default.
I already requested a performance slider (low/medium/high) on Orecruncher's Github but was sent here because it's apparently the shader causing 10x rendering on the auroras.
Would it be possible to have the shader rendering either set to Off for the auroras, or to get some sort of performance slider for these, please? I'm kind of loving the look of the auroras, IMO they really add a lot to those biomes, but that 200ms tends to compound with other things to suck FPS away.
Sounds like a shadersmod issue rather than a shaders issue. Unfortunately you can't disable part of the shadersmod rendering for specific things, so that won't work.
How could I configure the shader to never apply custom skies by default? (Meaning, have a specific dimension whitelist, I guess.)
I'm playing with Mystcraft, which creates new dimensions on the fly. Would be handy to prevent the shader from touching any new dimension's sky by default, instead of having to add a folder each time a new dim is generated. All of the newly-created dimensions have z-fighting problems otherwise.
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
How could I configure the shader to never apply custom skies by default? (Meaning, have a specific dimension whitelist, I guess.)
I'm playing with Mystcraft, which creates new dimensions on the fly. Would be handy to prevent the shader from touching any new dimension's sky by default, instead of having to add a folder each time a new dim is generated. All of the newly-created dimensions have z-fighting problems otherwise.
Hmm, I don't think that's possible right now. Gonna ask Sp614x about this, maybe we can work something out, like an option in shaders.properties.
EDIT: It's on the optifine issues tracker now. (on github)
I noticed that between the shader and Galacticraft is a small mistake and I wanted to ask if this can only be fixed if you disable the shader or if there is another solution because it takes a long time to turn the shader on and off
Maybe there is also a setting that you need to change to fix it, saving time instead of shading on and off
This is on the Galacticraft Moon
Can't do much about that one, maybe enhanced default works better.
I randomly noticed this in my log while checking if a texture pack was loading everything correctly, using Optifine E1_pre (20180606):
Line 537: [14:17:48] [main/WARN]: [OptiFine] Ambiguous shader option: ENTITY_TALLGRASS
Line 538: [14:17:48] [main/WARN]: [OptiFine] - in gbuffers_textured.vsh: 175.0
Line 539: [14:17:48] [main/WARN]: [OptiFine] - in world-1/gbuffers_textured.vsh: 31.0
Line 540: [14:17:48] [main/WARN]: [OptiFine] Ambiguous shader option: ENTITY_TALLGRASS
Line 541: [14:17:48] [main/WARN]: [OptiFine] - in gbuffers_textured.vsh, world-1/gbuffers_textured.vsh: 175.0
Line 542: [14:17:48] [main/WARN]: [OptiFine] - in world7/gbuffers_textured.vsh: 31.0
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How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
I am also having trouble with the links. I've disabled my adblocker and everything, but it simply says the page isn't working when I click on the download links.
I am also having trouble with the links. I've disabled my adblocker and everything, but it simply says the page isn't working when I click on the download links.
Hm, it's working just fine on my end, weird, sent you a PM aswell.
Thaumcraft uses its own shader techniques to create some of the visual effects. I have TC6 working with the Enhanced Default shaders and it seems to produce fewer glitches than with the other version. I can see wisps (magic orb mobs) just fine for example.
Conflicts with shaders have been known for a few versions now. Check the Thaumcraft forum thread for references to shaders, the author gave his perspective on them a few times IIRC.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Unforunately the shadersmod doesn't provide any mod support, we can only try to hack up some stuff to make it somewhat shader sided. Enhanced defaults rendering approach is more basic and closer to default minecraft. So it might work better with your mods, luckily it does have two ingame color options to get a more vibrant look, so you might want to check that out.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
I have no idea whats going on... something is up with the lighting.
latest Java, Optifine, using the Sildur's Vibrant Shaders 1.17 Extreme-Volumetric Lighting WIP, and also have tried the other variants in trying to fix the lighting issue.
In the main post there was mentioned "Use the inbuild dynamic lights option from Optifine for handheld light!" But i messed with the options for quite sometime to only be stumped even more.
Hey Sildur, any possible way to adjust the color of the water in Sildur's Vibrant Shaders 1.17 High - Motionblur? Trying to give it a slight blue tint or something since it's damn near invisible underground but can't seem to find the line I'm looking for, any way you can point me in the right direction?
As always, shadersmod doesn't support mods, so glitches like those are likely to happen.
Try it without mods, one of your mods is causing this, might want to check them one by one. Astral sorcery causes issues with it's sky for example.
Probably some weird config within the resourcepack causing this.
Water color is based on alot of things like the sky for example. It's rather hard to adjust it without making it look weird at certain times.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Well that's pretty much were enhanced default jumps in. Stuff like brightness setting and night vision should work with it and mods are less likely to cause visual errors.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Hello Sildur!
I don't know if this is possible but if so: I'd like to request a performance option when using your shaders with the Dynamic Surroundings mod. That mod adds auroras to the night sky in polar biomes like Taiga, Cold desert etc.
The DS author indicates with a GTX 980 they get aurora rendering times around 23ms without shaders. I'm on a GTX 1070 and get around ~200ms (!), while running your Enhanced Default.
I already requested a performance slider (low/medium/high) on Orecruncher's Github but was sent here because it's apparently the shader causing 10x rendering on the auroras.
Would it be possible to have the shader rendering either set to Off for the auroras, or to get some sort of performance slider for these, please? I'm kind of loving the look of the auroras, IMO they really add a lot to those biomes, but that 200ms tends to compound with other things to suck FPS away.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Sounds like a shadersmod issue rather than a shaders issue. Unfortunately you can't disable part of the shadersmod rendering for specific things, so that won't work.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Works fine here, sent you a PM.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
All the links are broken for me mate. Tried on multiple browsers without adblock.
Really? That's weird, everything's fine on my end. Anyways sent you a PM aswell.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
How could I configure the shader to never apply custom skies by default? (Meaning, have a specific dimension whitelist, I guess.)
I'm playing with Mystcraft, which creates new dimensions on the fly. Would be handy to prevent the shader from touching any new dimension's sky by default, instead of having to add a folder each time a new dim is generated. All of the newly-created dimensions have z-fighting problems otherwise.
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Hmm, I don't think that's possible right now. Gonna ask Sp614x about this, maybe we can work something out, like an option in shaders.properties.
EDIT: It's on the optifine issues tracker now. (on github)
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Can't do much about that one, maybe enhanced default works better.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
I randomly noticed this in my log while checking if a texture pack was loading everything correctly, using Optifine E1_pre (20180606):
How to deal with ignorance (in life, and on forums): The Zen way... Stay cool and polite, treat people as you wish to be treated, rise above your impatience. Everyone is ignorant of something at any point in their lives, including you.
Yeah, you can safely ignore those warnings.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Sent you a PM.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
I am also having trouble with the links. I've disabled my adblocker and everything, but it simply says the page isn't working when I click on the download links.
Hm, it's working just fine on my end, weird, sent you a PM aswell.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Hey, I'm also not being able to access the links, it gives me a 404 Error.