The Meaning of Life, the Universe, and Everything.
Join Date:
11/7/2013
Posts:
50
Member Details
First off all, i cant explain how happy I am to finally see a thread back up for my favorite shader of all time! Just want to let you know that your work is amazing, and its awsome to see the development you have done. Alot of bugs have been fixed, it runs with better fps and look better. Amazing.I have som questions: How can i increase the reflections in the water. I have found the "vec4 watercolor = vec4(0.15,0.3,0.45,0.95); //water color and opacity (r,g,b,opacity)" in line 12 in gbuffers_water.fsh where i can change the colors of the water and opacy, but i cant increase the reflections.Talking about water reflections: I get this weird "framed box" which shows reflections but out on the sides there is no reflections. This is very visible when hovering right over water and panning view up and down. See the angled edges going inward on both sides in water and stopping halv way down, and the reflections in the water is only showing inside of this rectangle. See picture below:The sky also gets clipped in a weird way depending on my viewing. The clouds get cut off. Again much easier to see in a video (sorry for not recording). If you need me to explain these to phenomena better i can make a video, just let me know. Here is a pic of the sky (it is being sliced off halfway down)I hope this was helpful.Thanks again!!!-Kris
The Meaning of Life, the Universe, and Everything.
Join Date:
11/7/2013
Posts:
50
Member Details
Edit: I see now that the wish for more reflection and the fact that its only reflecting inside an rectangle is two sides of the same coin. There is enough reflections, its just not enough of the water surface which is reflecting. To show what im talking about more clearly i turned off opacity and colors in the water. See picture below. How can i fix this?
Great shaderpack man! If you would like to put up a short tutorial on how to install shaders for those you don't understand, you can use mine if you like =D I hope that if you do use it, a lot of people's problems will be cleared up.
How do I edit the DOF settings? I think it's waaaay too strong and I would like it to focus than 50% of the screen instead of the default settings (If I look at something everything gets blurred, at least 80% of the screen becomes blurred).
You navigate to the final.fsh file (see picture below).
Open it with an text program (I've heard people recommend Note++ for Win, for Mac either use the built in Text Edit or the better app TextWrangler. In line 24-48 are the settings for DOF. Chocapic has even made two additional example settings in there so you can try them out, or make your own. (see picture below)
New test version with POM support!
Changelog :
-POM support from bump-waving 0.98 by karyonix
-Way faster
-Flickering blocks should be fixed
-Fixed wrong normals in some block sides (and only shaderpack with fixed pom for 1.7.2!)
-Torch/glowstone... light can have fake specular (fake because it's impossible to have light position)
-Godrays through clouds
-Some modifications that I can't remenber
Turn off advanced openGL, turn on shadowfrustum. This problem can still happen in some rare cases through big obstacles to sunlight but it's unfixable even if you increase shadow distance.
The issue doesn't seem to occur with SEUS though. Is it possible to get a fix from him?
The Meaning of Life, the Universe, and Everything.
Join Date:
11/7/2013
Posts:
50
Member Details
Just reportin in two more bugs:
1. Smoke particles are reflected by water even though the water is behind the smoke and therefor shouldn't reflect it (see picture below):
2. There can be seen a blue line horizontally across the screen at various times. This occurs especially when the sun/moon is positioned low over the horizon. Seems to be from the flare (see picture below)
The issue doesn't seem to occur with SEUS though. Is it possible to get a fix from him?
We use the same rendering code from the shadermod, so it shouldn't happen in both cases. In fact what I said about the shadow distance is not 100% true, if you use my ultra or extreme version the bug shouldn't be there if it works with SEUS.
About all the reflections bugs : I use screen-space reflections for performance reasons. It's like a post-process filter that analyse the positions data and try to find what is the best pixel on screen to reflect. So only what is displayed on screen can be reflected. In some cases some things are reflected but they shouldn't because the algorithm is not perfect and I think it's better than leaving an awful empty space. The transition between what can be reflected and what can't have to be improved I know.
For the clouds / skybox, I just forgot to re-enable fog for smoothing the borders.
The line bug : does the line appear also at sun/moon position like it should do normally? The sun/moon position sometimes flip on the other side of the screen depending of the camera angle. Also do godrays work?
Amazing shaders. I'm in love with it =) This shaders is in my top 5!
I also made a review / tutorial for your shaders
Hope you like it!
Nice review! Can I put it in first the first post (same for installation tutorial behind beckbrojack)? Also you should turn off cloud shadows because it don't work really well.
New test version with POM support!
Changelog :
-POM support from bump-waving 0.98 by karyonix
-Way faster
-Flickering blocks should be fixed
-Fixed wrong normals in some block sides (and only shaderpack with fixed pom for 1.7.2!)
-Torch/glowstone... light can have fake specular (fake because it's impossible to have light position)
-Godrays through clouds
-Some modifications that I can't remenber
Turn off advanced openGL, turn on shadowfrustum. This problem can still happen in some rare cases through big obstacles to sunlight but it's unfixable even if you increase shadow distance.
works pretty well ! but we need more resource packs with POM, normal and specular maps ! ...
but POM only activates when i have a resource pack that supports it , doesnt it ? or is it active the whole time ?
what if i only want bumpmaps and specular ? any specific line that i need to change ?
works pretty well ! but we need more resource packs with POM, normal and specular maps ! ...
but POM only activates when i have a resource pack that supports it , doesnt it ? or is it active the whole time ?
what if i only want bumpmaps and specular ? any specific line that i need to change ?
Firstly, this resource pack has POM/Bump Mapping. Secondly, if you would like to disable POM open gbuffers_terrain.fsh with notepad ++ and uncomment (put a // infront of it) #define POM (or something like that)
works pretty well ! but we need more resource packs with POM, normal and specular maps ! ...
but POM only activates when i have a resource pack that supports it , doesnt it ? or is it active the whole time ?
what if i only want bumpmaps and specular ? any specific line that i need to change ?
There was a website (enpacks) with many texturepacks but he got closed and I never see his creator again (EskimoNoise/Mathew Tucker). The POM code is not running when no compatible texturepack is detected.
Firstly, this resource pack has POM/Bump Mapping. Secondly, if you would like to disable POM open gbuffers_terrain.fsh with notepad ++ and uncomment (put a // infront of it) #define POM (or something like that)
No, in fact it's not possible to desactivate POM/specular/normals because I completely forgot to add few lines in the code ^^'
No, in fact it's not possible to desactivate POM/specular/normals because I completely forgot to add few lines in the code ^^'
Oh, so disabling that line does nothing? Because unless my memory is off, there is a line like that in gbuffers_terrain.fsh EDIT: Yea, just checked, commenting #define POM does nothing.
The line bug : does the line appear also at sun/moon position like it should do normally? The sun/moon position sometimes flip on the other side of the screen depending of the camera angle. Also do godrays work?
It seems its the moon glow causing it. I made a video showing the problem. Sorry for the bad fps, i have some trouble with my GPU driver. And yes godrays work.
This shaderpack already has POM and specular mapping...
yes Chocapic13's shader has POM and Specular and my shader is based on his shader with some changes like
.orange/red colour sunrise and sunsets
.brighter days and darker nights
.imo better looking rain but in doing so has broken specular ( will look into fixing later)
.bigger and brighter sun glow
.water more transparent and lighter blue
.and a subtle lens flare
Sorry to bug you again. I apologize if it seems like I'm 'accusing' your shaders, but here is a comparison image I put together to show the lighting bug. The issue also appears in the nether, where the SEUS shaders work perfectly fine. I can fix the issue by turning off advanced open gl, but how do the SEUS shaders work even with advanced open gl on?
Heya, the consts in final.fsh/vsh and composite.fsh/vsh causes Intel cards not to load the shaders correctly btw (tested it with someone on an Intel HD 3000). While they are needed for newer nvidia drivers. Just thought you should know that.
(I hate intelcards)
I also made a review / tutorial for your shaders
Hope you like it!
You navigate to the final.fsh file (see picture below).
Open it with an text program (I've heard people recommend Note++ for Win, for Mac either use the built in Text Edit or the better app TextWrangler. In line 24-48 are the settings for DOF. Chocapic has even made two additional example settings in there so you can try them out, or make your own. (see picture below)
The issue doesn't seem to occur with SEUS though. Is it possible to get a fix from him?
1. Smoke particles are reflected by water even though the water is behind the smoke and therefor shouldn't reflect it (see picture below):
2. There can be seen a blue line horizontally across the screen at various times. This occurs especially when the sun/moon is positioned low over the horizon. Seems to be from the flare (see picture below)
We use the same rendering code from the shadermod, so it shouldn't happen in both cases. In fact what I said about the shadow distance is not 100% true, if you use my ultra or extreme version the bug shouldn't be there if it works with SEUS.
About all the reflections bugs : I use screen-space reflections for performance reasons. It's like a post-process filter that analyse the positions data and try to find what is the best pixel on screen to reflect. So only what is displayed on screen can be reflected. In some cases some things are reflected but they shouldn't because the algorithm is not perfect and I think it's better than leaving an awful empty space. The transition between what can be reflected and what can't have to be improved I know.
For the clouds / skybox, I just forgot to re-enable fog for smoothing the borders.
The line bug : does the line appear also at sun/moon position like it should do normally? The sun/moon position sometimes flip on the other side of the screen depending of the camera angle. Also do godrays work?
Thanks for reporting all these bugs of course!
Nice review! Can I put it in first the first post (same for installation tutorial behind beckbrojack)? Also you should turn off cloud shadows because it don't work really well.
works pretty well ! but we need more resource packs with POM, normal and specular maps !
but POM only activates when i have a resource pack that supports it , doesnt it ? or is it active the whole time ?
what if i only want bumpmaps and specular ? any specific line that i need to change ?
Firstly, this resource pack has POM/Bump Mapping. Secondly, if you would like to disable POM open gbuffers_terrain.fsh with notepad ++ and uncomment (put a // infront of it) #define POM (or something like that)
There was a website (enpacks) with many texturepacks but he got closed and I never see his creator again (EskimoNoise/Mathew Tucker). The POM code is not running when no compatible texturepack is detected.
No, in fact it's not possible to desactivate POM/specular/normals because I completely forgot to add few lines in the code ^^'
Oh, so disabling that line does nothing? Because unless my memory is off, there is a line like that in gbuffers_terrain.fsh EDIT: Yea, just checked, commenting #define POM does nothing.
it has POM but no specular mapping.
This shaderpack already has POM and specular mapping...
It's really annoying.
I am secretly a modder, who works only for himself, seldom publishes.
.orange/red colour sunrise and sunsets
.brighter days and darker nights
.imo better looking rain but in doing so has broken specular ( will look into fixing later)
.bigger and brighter sun glow
.water more transparent and lighter blue
.and a subtle lens flare
If anyone hasn't had a look at my shader, go here and have a look
Sorry to bug you again. I apologize if it seems like I'm 'accusing' your shaders, but here is a comparison image I put together to show the lighting bug. The issue also appears in the nether, where the SEUS shaders work perfectly fine. I can fix the issue by turning off advanced open gl, but how do the SEUS shaders work even with advanced open gl on?
http://imgur.com/a/LRWMi
BTW, I'm using Optifine 1.7.2 HD D1, and Forge 1024, if theres anything to do with that. I'm using the Extreme V4 shaders.
(I hate intelcards)
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