Add this above others similar lines. If it's a grass/flower-like block add this code one line under "if (istopv > 0.9) {" .
Hey, thanks a bunch, this worked like a charm. I feel like it's worth mentioning that regular notepad isn't very effective for modifying the code; notepad++ makes modifications much easier. Also, for some reason, I didn't need to add that last bit of code for grass/flower-like blocks.
I noticed that double (tall) grass isn't under any affect, is there a reason for this?
Thanks a lot! The new Beta 5.1.1 Fixed versions load and display normally again
Another issue I never raised, not specific to your shaders (a lot of other shaders - except hoo00's shaders pack B v2.3.x - have the same issue), it may rather have something to do with most recent AMD drivers, as several people already mentioned different kinds of issues on MC Forum due to this, and from what I recall, I didn't notice that issue a few months ago...
As you can see on below screenshots, items (enchanted or not) display wrongly, while surprisingly, in 1st person view, hand-held items display correctly.
I experience the same issue when looking at other players' items, so it's not specific to the F5 view.
Do you think like me that this issue presumably comes from the AMD driver?
Note: not using any shaders display items perfectly well, so I guess shaders creators use some GPU functions that are not well supported by AMD at the moment...
I'm not yet sure to test the previous versions of the AMD driver (versions 15.5 and 14.12 are available on AMD's Web site for the Ubuntu 64bit platform) as I never made such manual installations, I've always opted for the automatic installation via Ubuntu packages up to now - a much simpler and safer method for me However it doesn't seem that complex, so I may eventually give it a try if the situation doesn't improve with next AMD driver updates...
Can you tell me if it works with the 5.12 lite and low versions? I have no issues on my amd gpu (M265X)
A little feedback after trying out extensively all the beta versions currently available...
1. Night sky looks much better in 5.11, great improvement over stable versions. Maybe a bit too hazy though, nights seem kinda cloudy.
2. On my (calibrated) monitor, overall brightness seems too low. During the day, there's never that sensation of a blindingly bright sun. There's always an overcast weather feel.
3. All versions (including the today's ones) except 5.11 No Shadows Request have torch and lava light way too dim in my opinion. For some reason, torches from 5.11 No Shadows Request look much better and brighter.
4. 5.12 Lite has an awkward looking tiny sun.
5. There are weird halos around light sources during the foggy weather.
Overall, I think these shaders are great, very close to being perfect. Long story short, I think overall scene needs to be at least ~20% brighter (even more for torches, lava and glowstone). Keep going, awesome work!
P.S. If you need direct feedback from beta testing, I'd be glad to help.
Thank you for the feedback! I finally fixed the overbright glow on torches during rain. I also increased brightness but kept the ambient light at the same level. Check Beta 5.12 ultra
I just opened this thread to say how the new 5.12 Beta Ultra seems to have fixed most of my complaints from the previous post, but you beat me by half an hour.
Thanks for this, you're truly an awesome dev! To my eyes, this 5.12 Beta Ultra looks the best of all of your shaders to date.
P.S. I'm getting some strange fps dips with this release. Standing in one spot i have ~100fps, then it dips to ~35 for couple of seconds, then goes back to ~100 without me moving at all. I didn't have the time to compare with other betas, but I will do that later and report the results. 1920x1200 resolution with GTX970 btw.
I just opened this thread to say how the new 5.12 Beta Ultra seems to have fixed most of my complaints from the previous post, but you beat me by half an hour.
Thanks for this, you're truly an awesome dev! To my eyes, this 5.12 Beta Ultra looks the best of all of your shaders to date.
P.S. I'm getting some strange fps dips with this release. Standing in one spot i have ~100fps, then it dips to ~35 for couple of seconds, then goes back to ~100 without me moving at all. I didn't have the time to compare with other betas, but I will do that later and report the results. 1920x1200 resolution with GTX970 btw.
Relaunch minecraft, it happens when the game is open for too long (especially when switching shaderpack a lot).
Sure: "Chocapic13 Beta 5.12 Low" and "Chocapic13 Beta V5.12 Lite Fixed" load without errors with my gfx card, but the sky doesn't display (see respective screenshots below).
While commenting, I must say I fully share LuckyLorenz's opinion (#915) regarding the latest Beta 5.12 Ultra, the brightness increase is just perfect, still realistic and much more playable in dark areas now. I'm still waiting for rain to fall to appreciate the new glow effect on torches (playing true survival at the moment ^^) but I'm certain it brings more realism. Applause, you're the king Chocapic! Many many thanks for further improving your shaders - despite of them being already state-of-the-art with v5 / Beta 5.1.1
Can you tell me if the sky displays without texturepack?
What does the attenuation setting/variable do? I don't notice any difference with it set to 0.3 vs 1.3 vs 5.3.
Is there any way to set the radius for torchlight?
Is there any way to make torchlight cast shadows (there are no shadows at night even with bright indoor lights because only sunlight can cast shadows, which looks weird)?
Has anyone figured how to work around the new culling code? As many of you probably know by now mc recently updated its culling algorithm to cull objects behind you. This causes the lighting effects in these shaders to go on and off when you move around if there is anything above you which is blocking sunlight (since it may or may not be culled depending on where and from what angle you're looking at the object from).
I'm having a slight issue when using this shader. It seems to "break" several Mekanism textures for some reason. Almost every shader that is a chocapic derivative has the same problem, as well as most others (like seus) have the same issue.
Pictures will be given below to show the default non-shader version of the texture aswell as the broken version.
System:
OS: Fedora 22 (Linux)
GPU: Nvidia GTX 960 (Driver version: 355.06)
CPU: FX-8350
RAM: 32GB Corsair Vengeance
Modpack: FTB modpack: SeriousCreeper's SeriousPack
Optifine and Fastcraft both installed (However removing them doesn't fix the issue.
Resource pack: Soartek Fanver_modded_universal (tho removing it has no effect)
Minecraft version: 1.7.10
OpenJDK version: 1.8 (Or JRE version 8u51)
Tried it with every current ChocapicV5 shader for MC 1.7.10 (From Lite to Extreme)
Running into an annoying issue where the hand and items in the hand of the player are transparent. This occurs on all versions (Lite to Extreme) of the latest version of the shaders. For reference, I'm running the latest version of the 1.7.10 shadersmod.
You should be very proud of this shaderpack, it's the only one I've ever found that doesn't f*** too hard with the colours, has real shadows, isn't glitchy, doesn't mess with the colour of fog on the horizon AND run smoothly!
SEUS is the only competitor to this, and it has way more glitchy behavior because he's trying way too many new things.
So, like global illumination but in real-time? How well does this run?
We'll On My System I Don't See Any FPS Drops nor Any FPS Spikes, So I Guess It Doesn't Take Much And Yes This Is A Downgraded Version G.I. (Global Illumination), It Is In Real-Time But This Is Still In Progress But I Think Will Be Worth It When It's Finish
Hi, i am currently using the lite version... and i like it! u did a really awesome job with it! so i decided to use the medium one, but it says invalid composite 1...is there way to fix it? Thanks
Hey, thanks a bunch, this worked like a charm. I feel like it's worth mentioning that regular notepad isn't very effective for modifying the code; notepad++ makes modifications much easier. Also, for some reason, I didn't need to add that last bit of code for grass/flower-like blocks.
I noticed that double (tall) grass isn't under any affect, is there a reason for this?
Can you tell me if it works with the 5.12 lite and low versions? I have no issues on my amd gpu (M265X)
Thank you for the feedback! I finally fixed the overbright glow on torches during rain. I also increased brightness but kept the ambient light at the same level. Check Beta 5.12 ultra
I just opened this thread to say how the new 5.12 Beta Ultra seems to have fixed most of my complaints from the previous post, but you beat me by half an hour.
Thanks for this, you're truly an awesome dev! To my eyes, this 5.12 Beta Ultra looks the best of all of your shaders to date.
P.S. I'm getting some strange fps dips with this release. Standing in one spot i have ~100fps, then it dips to ~35 for couple of seconds, then goes back to ~100 without me moving at all. I didn't have the time to compare with other betas, but I will do that later and report the results. 1920x1200 resolution with GTX970 btw.
Relaunch minecraft, it happens when the game is open for too long (especially when switching shaderpack a lot).
I just had to share this, looks too awesome! Downscaled from 4k, 32 draw distance, amplified world and latest 5.12 Beta Ultra shaders.
Can you tell me if the sky displays without texturepack?
A few questions if I may.
What does the attenuation setting/variable do? I don't notice any difference with it set to 0.3 vs 1.3 vs 5.3.
Is there any way to set the radius for torchlight?
Is there any way to make torchlight cast shadows (there are no shadows at night even with bright indoor lights because only sunlight can cast shadows, which looks weird)?
Has anyone figured how to work around the new culling code? As many of you probably know by now mc recently updated its culling algorithm to cull objects behind you. This causes the lighting effects in these shaders to go on and off when you move around if there is anything above you which is blocking sunlight (since it may or may not be culled depending on where and from what angle you're looking at the object from).
A little contribution from me to promote these awesome shaders.
It's just a tune that plays during creative, C418 - Aria Math.
I'm having a slight issue when using this shader. It seems to "break" several Mekanism textures for some reason. Almost every shader that is a chocapic derivative has the same problem, as well as most others (like seus) have the same issue.
Pictures will be given below to show the default non-shader version of the texture aswell as the broken version.
System:
OS: Fedora 22 (Linux)
GPU: Nvidia GTX 960 (Driver version: 355.06)
CPU: FX-8350
RAM: 32GB Corsair Vengeance
Modpack: FTB modpack: SeriousCreeper's SeriousPack
Optifine and Fastcraft both installed (However removing them doesn't fix the issue.
Resource pack: Soartek Fanver_modded_universal (tho removing it has no effect)
Minecraft version: 1.7.10
OpenJDK version: 1.8 (Or JRE version 8u51)
Tried it with every current ChocapicV5 shader for MC 1.7.10 (From Lite to Extreme)
Pictures:
I don't know if this has been posted before, but, stairs seem to be transparent on you shader pack for some reason.
Running into an annoying issue where the hand and items in the hand of the player are transparent. This occurs on all versions (Lite to Extreme) of the latest version of the shaders. For reference, I'm running the latest version of the 1.7.10 shadersmod.
You should be very proud of this shaderpack, it's the only one I've ever found that doesn't f*** too hard with the colours, has real shadows, isn't glitchy, doesn't mess with the colour of fog on the horizon AND run smoothly!
SEUS is the only competitor to this, and it has way more glitchy behavior because he's trying way too many new things.
I've just noticed one bug. Maps are messed up in Extreme and Ultra versions (both stable and beta). Lite and Low versions are fine.
Chocapic, Raw Images Of New Effect You Might Like
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w/o Screen Space Illumination (SSI)
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w/ Screen Space Illumination (SSI)
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So, like global illumination but in real-time? How well does this run?
Yes in real time. But also screen space.
Creator of Oceano Shaders, feel free to contact me via the Shader Labs discord server found here
We'll On My System I Don't See Any FPS Drops nor Any FPS Spikes, So I Guess It Doesn't Take Much And Yes This Is A Downgraded Version G.I. (Global Illumination), It Is In Real-Time But This Is Still In Progress But I Think Will Be Worth It When It's Finish
Hi, i am currently using the lite version... and i like it! u did a really awesome job with it! so i decided to use the medium one, but it says invalid composite 1...is there way to fix it? Thanks