"There is the water refract that makes blocks under/in water to look wavy/ripple" This one exactly. And I meant the actual code in the files
Unfortunately I alread have mipmap on, but thank you for everything <3
By the way, as soon as I woke up I tried going on MC trying some stuff up. As soon as it opens, I find what you can see in the pic I uploaded. In some way, it's different from yesterday but didn't change anything AT ALL since said day.
Anyway, the right driver should be the AMD 14.9 but didn't work anyway..
Thank you anyway, your efforts are appreciated
The code for the refraction/wavy ripple is in composite2.fsh, the composite2 one is for when your out of water looking down into the water and if your after this effect when your actually in the water that is in final.fsh
Alright cool, do you think you can give an ETA on when it will be released? Because the map is releasing sometime within the next few months, and we want the texturepack to be 1.9 ready will all the addons. Thank you!
the next version should be out in a week or 2 from now
Yes I did have reflective ice but unfortunately ice is also linked to stained glass this making them also very reflective, if you get a texture pack that has Specular textures for ice it will look reflective
It just didn't look right, they were reflective on the inside of buildings and they were reflecting the sky and clouds making them look very bright so we decided to remove it, as I said before there are some texture packs that have the specular texture for ice thus making it reflective.
So announcing 1.2.1 PBR has been long overdue, it has fixed almost all of the issues you guys where having, the rain has been fixed, GI has been improved POM is easier to configure for your texturepack, and some general fixes and optimizations get the latest onhttp://continuumshader.com, also we removed mediafire.
So announcing 1.2.1 PBR has been long overdue, it has fixed almost all of the issues you guys where having, the rain has been fixed, GI has been improved POM is easier to configure for your texturepack, and some general fixes and optimizations get the latest onhttp://continuumshader.com, also we removed mediafire.
That site you've blocked the new download with (adfoc.us), has never worked for me. It always results with a DNS error:
Would you mind providing a direct link to the file, please?
Edit:
Nevermind. I found an online tool, to get around that broken site. Thank you.
Edit2:
... well, after replicating the settings I had in the 1.8.9 preview2 version, my fps is only 28-30 with this new version. Going back to the old one again. Sorry.
That site you've blocked the new download with (adfoc.us), has never worked for me. It always results with a DNS error:
Would you mind providing a direct link to the file, please?
Edit:
Nevermind. I found an online tool, to get around that broken site. Thank you.
Edit2:
... well, after replicating the settings I had in the 1.8.9 preview2 version, my fps is only 28-30 with this new version. Going back to the old one again. Sorry.
What version did you download? The non-PBR Classic version is a bit faster than the full 1.2.1 pbr release
What version did you download? The non-PBR Classic version is a bit faster than the full 1.2.1 pbr release
Both the PBR, and non-PBR version. The classic one and normal one both have me sitting at the same fps, with the same settings I used in the 1.8.9 preview2 version.
Once again, thank you, Stazza. I'm gonna stick with what works for me.
Rollback Post to RevisionRollBack
My current PC:
• Ryzen 9 3900x @4.2GHz
• 64GB DDR4 @3200MHz
• MSI RTX 2080 Ti Gaming X Trio
• 2TB NVMe SSD
• 6TB in HDD space
• Four monitors at 4k
Is the 'vol_cloud_coverage' value actually changing the cloud coverage level for anyone with dynamic weather disabled in 1.2.1? I used to edit this setting quite often in previous versions and found that it had a significant impact on cloud coverage, but changing this value in 1.2.1 does not seem to change the cloud coverage at all. Is there a new setting I might have overlooked that may be preventing this setting from working as intended? Other cloud-related settings appear to be working, including changing the coverage level for the 2D cloud plane.
Is the 'vol_cloud_coverage' value actually changing the cloud coverage level for anyone with dynamic weather disabled in 1.2.1? I used to edit this setting quite often in previous versions and found that it had a significant impact on cloud coverage, but changing this value in 1.2.1 does not seem to change the cloud coverage at all. Is there a new setting I might have overlooked that may be preventing this setting from working as intended? Other cloud-related settings appear to be working, including changing the coverage level for the 2D cloud plane.
What continuum version are you using? The 1.2.1 PBR or the 1.2.1 non -PBR?
What continuum version are you using? The 1.2.1 PBR or the 1.2.1 non -PBR?
I don't have time to test this at the moment, but I'm fairly certain that I haven't been able to modify volumetric cloud coverage in either version. I have primarily been using 1.2.1 non-PBR, however, and this is the version I was using when I first noticed the issue.
Thank you for the advice on deleting extra "world" directories in recent shader versions, both 1.2.0 and 1.2.1 classic started to work fine after this.
I`m getting around 20 fps-ish with Continuum 1.2.1 classic, which i find really (positively) surprising, given that I have HD7950 to run it, quite a veteran.
Now, 1.2.1 PBR version will error out on AMD cards, due to this version using #include directive, which is seemingly not present in OpenGL GLSL, only in NVidia variants and also in Microsoft's HLSL.
The dirty hack for AMD users is to copy contents on poisson.glsl from library directory and paste it at the begining of "CalculateGINew", replacing the said #include. It allows the shader to compile without an error. Below a screenshot from Pulchra pack and Continuum PBR. Not sure if all is working correctly, but it still looks amazing.
Thank you for the advice on deleting extra "world" directories in recent shader versions, both 1.2.0 and 1.2.1 classic started to work fine after this.
You're quite welcome. =) Someone did say that the separate world folders exist, to keep certain settings separate; such as shadow brightness. Honestly, I'm perfectly fine with seeing that stuff in the Nether. I didn't like the glitchy look that the Nether had, with its own shader folder. Even signs were terribly screwed up, what with the text being smeared off to the side.
It all looks great to me, with a shared shader folder. So I'm unsure why anyone thinks that it doesn't.
Rollback Post to RevisionRollBack
My current PC:
• Ryzen 9 3900x @4.2GHz
• 64GB DDR4 @3200MHz
• MSI RTX 2080 Ti Gaming X Trio
• 2TB NVMe SSD
• 6TB in HDD space
• Four monitors at 4k
Hallo there. I need a few advices. First - i'm not a big fan of all this parallax 1024x1024 nonsense in qube game, so i really need to disable reflections and puddles when raining cuz it looks ridiculous. Second one is a bit more sophisticated - as i can see this pack includes dynamic weather with volumetric clouds. It is cool, but it barely correlates with any resourcepack custom skybox. I saw kinda same dynamic weather in CUDA shader, but this shaderpack replace resourcepack 2d skybox and clouds with its own pallette, and it looks cool. So simply i need to know how to disable custom skybox in resourcepack or enable one in shaderpack if it is possible.
A little example:
This is sky from CUDA shader. No skybox from resourcepack and it looks nice and clean
And this one is from continuum. Mix of 3d clouds from shaderpack and 2d skybox from resourcepack. Looks very messy sometimes.
Nvidia Driver 368.22 breaks this shader, with a "invalid program composite2" error message. Works fine on the previous driver. Unsure what has changed.
Hallo there. I need a few advices. First - i'm not a big fan of all this parallax 1024x1024 nonsense in qube game, so i really need to disable reflections and puddles when raining cuz it looks ridiculous. Second one is a bit more sophisticated - as i can see this pack includes dynamic weather with volumetric clouds. It is cool, but it barely correlates with any resourcepack custom skybox. I saw kinda same dynamic weather in CUDA shader, but this shaderpack replace resourcepack 2d skybox and clouds with its own pallette, and it looks cool. So simply i need to know how to disable custom skybox in resourcepack or enable one in shaderpack if it is possible.
A little example:
This is sky from CUDA shader. No skybox from resourcepack and it looks nice and clean
And this one is from continuum. Mix of 3d clouds from shaderpack and 2d skybox from resourcepack. Looks very messy sometimes.
ok so first if you dont like the rain reflections and puddles when raining you can turn them off in the area where you select your shader, its on the side called specularMap - turn this off.
For the resorcepack skybox you can turn this off under Video settings - Quality Settings and turn Custom Sky to off
Nvidia Driver 368.22 breaks this shader, with a "invalid program composite2" error message. Works fine on the previous driver. Unsure what has changed.
I can also confirm the above statements, that Nvidia driver version 368.22 breaks these Shaders:
I personaly havent tested this Driver Version out yet but it seems to be breaking SEUS and Continuum, so i just recommend downgrading back to a previous driver like 365.19 or the one im still using that is 362.43. either we will have to work on a fix or maybe in the next driver release it will be fixed/back to normal.
The code for the refraction/wavy ripple is in composite2.fsh, the composite2 one is for when your out of water looking down into the water and if your after this effect when your actually in the water that is in final.fsh
the next version should be out in a week or 2 from now
Whats wrong with stained glass being reflective?
It just didn't look right, they were reflective on the inside of buildings and they were reflecting the sky and clouds making them look very bright so we decided to remove it, as I said before there are some texture packs that have the specular texture for ice thus making it reflective.
So announcing 1.2.1 PBR has been long overdue, it has fixed almost all of the issues you guys where having, the rain has been fixed, GI has been improved POM is easier to configure for your texturepack, and some general fixes and optimizations get the latest onhttp://continuumshader.com, also we removed mediafire.
That site you've blocked the new download with (adfoc.us), has never worked for me. It always results with a DNS error:
Would you mind providing a direct link to the file, please?
Edit:
Nevermind. I found an online tool, to get around that broken site. Thank you.
Edit2:
... well, after replicating the settings I had in the 1.8.9 preview2 version, my fps is only 28-30 with this new version. Going back to the old one again. Sorry.
• Ryzen 9 3900x @4.2GHz
• 64GB DDR4 @3200MHz
• MSI RTX 2080 Ti Gaming X Trio
• 2TB NVMe SSD
• 6TB in HDD space
• Four monitors at 4k
What version did you download? The non-PBR Classic version is a bit faster than the full 1.2.1 pbr release
Both the PBR, and non-PBR version. The classic one and normal one both have me sitting at the same fps, with the same settings I used in the 1.8.9 preview2 version.
Once again, thank you, Stazza. I'm gonna stick with what works for me.
• Ryzen 9 3900x @4.2GHz
• 64GB DDR4 @3200MHz
• MSI RTX 2080 Ti Gaming X Trio
• 2TB NVMe SSD
• 6TB in HDD space
• Four monitors at 4k
Is the 'vol_cloud_coverage' value actually changing the cloud coverage level for anyone with dynamic weather disabled in 1.2.1? I used to edit this setting quite often in previous versions and found that it had a significant impact on cloud coverage, but changing this value in 1.2.1 does not seem to change the cloud coverage at all. Is there a new setting I might have overlooked that may be preventing this setting from working as intended? Other cloud-related settings appear to be working, including changing the coverage level for the 2D cloud plane.
What continuum version are you using? The 1.2.1 PBR or the 1.2.1 non -PBR?
LOL I'm on a GTX750 ti (150$) and I can get around 40fps with that texture pack with parallax displacement: https://matteorizzo.me/realistico/
My specs:
GPU: GTX750 ti
CPU: Intel i3 4170
RAM: 8GB DDR3
Mother Board: Asus H81M-A (only 50$!!!).
Lol: "This shaderpack is very intensive on the gpu a 980 only getting roughly 30-40 fps on ultra @ 1080p"
GTX 980: 500$ (30-40 fps)
GTX 750 ti: 150$ (40 fps) xD.
However, this shader pack is AWESOME!
I don't have time to test this at the moment, but I'm fairly certain that I haven't been able to modify volumetric cloud coverage in either version. I have primarily been using 1.2.1 non-PBR, however, and this is the version I was using when I first noticed the issue.
@Quavelen
Thank you for the advice on deleting extra "world" directories in recent shader versions, both 1.2.0 and 1.2.1 classic started to work fine after this.
I`m getting around 20 fps-ish with Continuum 1.2.1 classic, which i find really (positively) surprising, given that I have HD7950 to run it, quite a veteran.
Now, 1.2.1 PBR version will error out on AMD cards, due to this version using #include directive, which is seemingly not present in OpenGL GLSL, only in NVidia variants and also in Microsoft's HLSL.
The dirty hack for AMD users is to copy contents on poisson.glsl from library directory and paste it at the begining of "CalculateGINew", replacing the said #include. It allows the shader to compile without an error. Below a screenshot from Pulchra pack and Continuum PBR. Not sure if all is working correctly, but it still looks amazing.
You're quite welcome. =)
Someone did say that the separate world folders exist, to keep certain settings separate; such as shadow brightness. Honestly, I'm perfectly fine with seeing that stuff in the Nether. I didn't like the glitchy look that the Nether had, with its own shader folder. Even signs were terribly screwed up, what with the text being smeared off to the side.
It all looks great to me, with a shared shader folder. So I'm unsure why anyone thinks that it doesn't.
• Ryzen 9 3900x @4.2GHz
• 64GB DDR4 @3200MHz
• MSI RTX 2080 Ti Gaming X Trio
• 2TB NVMe SSD
• 6TB in HDD space
• Four monitors at 4k
Hallo there. I need a few advices. First - i'm not a big fan of all this parallax 1024x1024 nonsense in qube game, so i really need to disable reflections and puddles when raining cuz it looks ridiculous. Second one is a bit more sophisticated - as i can see this pack includes dynamic weather with volumetric clouds. It is cool, but it barely correlates with any resourcepack custom skybox. I saw kinda same dynamic weather in CUDA shader, but this shaderpack replace resourcepack 2d skybox and clouds with its own pallette, and it looks cool. So simply i need to know how to disable custom skybox in resourcepack or enable one in shaderpack if it is possible.
A little example:
This is sky from CUDA shader. No skybox from resourcepack and it looks nice and clean
And this one is from continuum. Mix of 3d clouds from shaderpack and 2d skybox from resourcepack. Looks very messy sometimes.
asrock z87 killer fatal1ty | Intel Core i7 4770k 4.2Ghz | 16Gb DDR3 | 2xGTX970 4Gb sli |
Nvidia Driver 368.22 breaks this shader, with a "invalid program composite2" error message. Works fine on the previous driver. Unsure what has changed.
I can also confirm the above statements, that Nvidia driver version 368.22 breaks these Shaders:
• Ryzen 9 3900x @4.2GHz
• 64GB DDR4 @3200MHz
• MSI RTX 2080 Ti Gaming X Trio
• 2TB NVMe SSD
• 6TB in HDD space
• Four monitors at 4k
ok so first if you dont like the rain reflections and puddles when raining you can turn them off in the area where you select your shader, its on the side called specularMap - turn this off.
For the resorcepack skybox you can turn this off under Video settings - Quality Settings and turn Custom Sky to off
I personaly havent tested this Driver Version out yet but it seems to be breaking SEUS and Continuum, so i just recommend downgrading back to a previous driver like 365.19 or the one im still using that is 362.43. either we will have to work on a fix or maybe in the next driver release it will be fixed/back to normal.
What happened? It looks like a copy paste of the same picture.
It certainly is. I just checked the URL, and they are both exactly the same. I think that plasma9870 may have goofed up, without realising.
• Ryzen 9 3900x @4.2GHz
• 64GB DDR4 @3200MHz
• MSI RTX 2080 Ti Gaming X Trio
• 2TB NVMe SSD
• 6TB in HDD space
• Four monitors at 4k