so when is the next update/fix for the continuum shaders? with the broken dirvers nivida has atm bc i didnt wanna pay for a sick ass shaders pack/texture and it not being updated plz get back to me
Lmao you don't want to pay $2 for a r-pack since he hasn't updated the pack in >2 weeks
so when is the next update/fix for the continuum shaders? with the broken dirvers nivida has atm bc i didnt wanna pay for a sick ass shaders pack/texture and it not being updated plz get back to me
Chill down, breathe, and then explain your thoughts in a clean way.
Make sure to throw some punctuation when needed, too.
Thank you.
Some thing before you get started:
- mine is not a shaderpack, it's a texture pack with mapping tecniques built in
- those mapping tecniques are read differently from shaderpack to shaderpack
- I'm not coding the Continuum shader, and I don't work at NVIDIA, I can't do much on the drivers' side
- I make this texture pack for you guys, and even if I like it, I have a life to live as well, so I update my stuff when I can
- I'm actually in a very busy moment of my life, plus some kids around the web are making my work difficult by leaking the product, which is offensive to everyone, both me and those who believe in this project and are supporting it
- my PC needs a refresh too, so I can see my pack by myself and fix the mapping, which is actually horrible
- if you think 2 bucks are way too much for my work and time, then you probably have a distorted vision of the world, but more of that another time. because time is money, but money is not time, since time won't come back
For now, with Continuum 1.3, go to Shader settings, details, POMnSPEC, then set POM depth to the minimum, and check if Texture pack resolution is set to 512x ; )
The Meaning of Life, the Universe, and Everything.
Location:
Ottawa/Gatineau
Join Date:
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Posts:
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Location:
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Tutorial by SleepingPie
-
-
Here’s my tutorial to make Realistico resource pack look the best with SEUS 11.
-
Those are the results I have:
From my experience, SEUS 11 has the most balanced and clean looking shaders, and with a little bit of file editing and configuration, Realistico can look incredibly good with it.
2. Extract the "shaders" folder from "SEUS-v11.0.zip" into a new folder named "SEUS 11 Custom" (or whatever you want) located in the "shaderpacks" folder.
3. Open "SEUS 11 Custom > shaders > gbuffers_terrain.fsh" and go to line 250.
4. At line 250, you will see the following code:
float parallaxDepth = 2.0f;
Replace it with the following one:
float parallaxDepth = 0.4f;
(I tried many variables, and 0.4f seems to be the best one if you're trying to match the screenshots posted by Realistico's author.)
5. Then go to line 269 and replace the line with:
step *= 0.2f;
6. [Necessary if you did step 5] Replace line 267 with:
Omg SleepingPie, you are my life saviour. Thank you for such a informative tutorial, without you, I might never expirence the best of Realistico.
Btw, if you dont mind, can you explain the meaning of each step? Like why do we need to change them, because of understanding that, I can share this tutorial perfectly without any mistakes (with your credit ofc :D) and I can adjust it for my own demand.
The Meaning of Life, the Universe, and Everything.
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Posts:
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Hi, thank you for the tutorial. So, I followed the steps but something is wrong with Parallax Oculusion Mapping. Most blocks look really weird. Do you have any idea what's causing this?
If you don't mind, can you please share your gbuffers_terrain.fsh?
I'm using OptiFine 1.10.2 HD U C2, SEUS v11.0 and realistico-19-07-full. I'm on a GTX 1080 using nVidia 368.81 driver.
Hi, thank you for the tutorial. So, I followed the steps but something is wrong with Parallax Oculusion Mapping. Most blocks look really weird. Do you have any idea what's causing this?
If you don't mind, can you please share your gbuffers_terrain.fsh?
I'm using OptiFine 1.10.2 HD U C2, SEUS v11.0 and realistico-19-07-full. I'm on a GTX 1080 using nVidia 368.81 driver.
Have you disabled CTM and Natural Textures?
Also the crafting table is one of the blocks that needs to be worked on by Realistico's creator as it has many nonsense going on even when all the other blocks look good.
Also the crafting table is one of the blocks that needs to be worked on by Realistico's creator as it has many nonsense going on even when all the other blocks look good.
Yes, I have, but I still have this issue.
The grass block on the right looks fine, but the other doesn't. Same happens with Sand blocks.
Edit:
I just found out that "Alternate Blocks" option in Detail Settings was causing this issue. I toggled it off and everything went to look alright. Thanks for your help.
But I also noticed something. There is a graphical issue with grass when it is viewed from below.
The grass block on the right looks fine, but the other doesn't. Same happens with Sand blocks.
Edit:
I just found out that "Alternate Blocks" option in Detail Settings was causing this issue. I toggled it off and everything went to look alright. Thanks for your help.
But I also noticed something. There is a graphical issue with grass when it is viewed from below.
Do you experience the same issue?
I do experience the same issue with the grass, most probablyl has to do with Realistico--heads up matteorizzo
Isn't alternate textures natural textures in my menu?
The Meaning of Life, the Universe, and Everything.
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Posts:
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It's things like that where I would simply stick with just the bumpmaps
Isn't alternate textures natural textures in my menu?
Alternate Blocks is in the Details Tab. Natural Textures controls the textures added by MCPatcher, while Alternate Blocks controls the block models and blockstates, and is the vanilla equivalent of Natural Textures. Turning them both off disables all forms of randomized textures.
I do experience the same issue with the grass, most probablyl has to do with Realistico--heads up matteorizzo
Isn't alternate textures natural textures in my menu?
The weird grass/stone effect is in the Continuum POM code (but also SEUS and maybe others shaderpack with POM), but this effect in amplified by the "high depth" of the Realistico normal maps. There is nothing to fix this with the current normal maps. The glith with the tallgrass is also a bug with POM but I don't think there is a way to fix that, it is how POM works.
I just purchased this pack and I am absolutely speechless! Your work is flawless and I cannot stress enough how beautiful this pack looks with the shaders enabled. I will definitely be recommending your pack to my friends
Lmao you don't want to pay $2 for a r-pack since he hasn't updated the pack in >2 weeks
Chill down, breathe, and then explain your thoughts in a clean way.
Make sure to throw some punctuation when needed, too.
Thank you.
Some thing before you get started:
- mine is not a shaderpack, it's a texture pack with mapping tecniques built in
- those mapping tecniques are read differently from shaderpack to shaderpack
- I'm not coding the Continuum shader, and I don't work at NVIDIA, I can't do much on the drivers' side
- I make this texture pack for you guys, and even if I like it, I have a life to live as well, so I update my stuff when I can
- I'm actually in a very busy moment of my life, plus some kids around the web are making my work difficult by leaking the product, which is offensive to everyone, both me and those who believe in this project and are supporting it
- my PC needs a refresh too, so I can see my pack by myself and fix the mapping, which is actually horrible
- if you think 2 bucks are way too much for my work and time, then you probably have a distorted vision of the world, but more of that another time. because time is money, but money is not time, since time won't come back
The POM is way too intense. How do I fix it?
For now, with Continuum 1.3, go to Shader settings, details, POMnSPEC, then set POM depth to the minimum, and check if Texture pack resolution is set to 512x ; )
It's absolutely incredible. And runs really smoothly on my laptop.
http://imgur.com/a/Z4OVf
I've done the recommended settings from your website, but it doesn't feel right to me.
Unlike SleepingPie's picture, my brick texture is not "connected" and "smooth" at all.
It looks so pixelated even though I adjust the texture resolution to 512.
Render quality and antialiasing don't help.
How do I fix it?
Have you followed the tutorials of Stazza to modifie SEUS ? Or is it personnal modifications ?
Tutorial by SleepingPie
-
-
Here’s my tutorial to make Realistico resource pack look the best with SEUS 11.
-
Those are the results I have:
From my experience, SEUS 11 has the most balanced and clean looking shaders, and with a little bit of file editing and configuration, Realistico can look incredibly good with it.
-
1. Download SEUS 11.
2. Extract the "shaders" folder from "SEUS-v11.0.zip" into a new folder named "SEUS 11 Custom" (or whatever you want) located in the "shaderpacks" folder.
3. Open "SEUS 11 Custom > shaders > gbuffers_terrain.fsh" and go to line 250.
4. At line 250, you will see the following code:
Replace it with the following one:
(I tried many variables, and 0.4f seems to be the best one if you're trying to match the screenshots posted by Realistico's author.)
5. Then go to line 269 and replace the line with:
6. [Necessary if you did step 5] Replace line 267 with:
7. Now save the file, and open Minecraft. Go in "Settings > Video Settings > Shaders" and select "SEUS 11 Custom" and click on "Shader Options."
8. Click on "Surface Options" and set the texture resolution to 512, and set everything else to ON as shown in the spoiler below:
Here are all my other settings if you want t get the exact same result as me:
9. Set the Mipmap levels to 1 in "Video Settings > Quality."
10. Set the connected and natural textures textures to OFF.
-
You should get the results as posted in my screenshots.
-
Sources:
Also if you want to get the DoF, here's a tutorial for that -
-
MatteoRizzo should really implement my tutorial, or another one in the OP as it would save hours for people like me.
Omg SleepingPie, you are my life saviour. Thank you for such a informative tutorial, without you, I might never expirence the best of Realistico.
Btw, if you dont mind, can you explain the meaning of each step? Like why do we need to change them, because of understanding that, I can share this tutorial perfectly without any mistakes (with your credit ofc :D) and I can adjust it for my own demand.
Still, thanks for the tutorial.
Hi, thank you for the tutorial. So, I followed the steps but something is wrong with Parallax Oculusion Mapping. Most blocks look really weird. Do you have any idea what's causing this?
If you don't mind, can you please share your gbuffers_terrain.fsh?
I'm using OptiFine 1.10.2 HD U C2, SEUS v11.0 and realistico-19-07-full. I'm on a GTX 1080 using nVidia 368.81 driver.
Have you disabled CTM and Natural Textures?
Also the crafting table is one of the blocks that needs to be worked on by Realistico's creator as it has many nonsense going on even when all the other blocks look good.
Yes, I have, but I still have this issue.
The grass block on the right looks fine, but the other doesn't. Same happens with Sand blocks.
Edit:
I just found out that "Alternate Blocks" option in Detail Settings was causing this issue. I toggled it off and everything went to look alright. Thanks for your help.
But I also noticed something. There is a graphical issue with grass when it is viewed from below.
Do you experience the same issue?
I do experience the same issue with the grass, most probablyl has to do with Realistico--heads up matteorizzo
Isn't alternate textures natural textures in my menu?
It's things like that where I would simply stick with just the bumpmaps
Alternate Blocks is in the Details Tab. Natural Textures controls the textures added by MCPatcher, while Alternate Blocks controls the block models and blockstates, and is the vanilla equivalent of Natural Textures. Turning them both off disables all forms of randomized textures.
The weird grass/stone effect is in the Continuum POM code (but also SEUS and maybe others shaderpack with POM), but this effect in amplified by the "high depth" of the Realistico normal maps. There is nothing to fix this with the current normal maps. The glith with the tallgrass is also a bug with POM but I don't think there is a way to fix that, it is how POM works.
This pack was worth the buy, i hope it gets updated to 1.10 soon.
Sorry for not keeping up with the latest posts, I've been away for a while.
But that's a forum, right? People have the right to reply to other people, without the need to wait for the op, and that's great!
So I hope no one gets upset if I don't answer frequently here.
If someone didn't get his answer, head over on Twitter to ask me, or shoot me an email.
Make sure to check the Help section before contacting me.
Have some suggestions for Frequently Asked Questions? Contact me: I'll answer those and add them in the Help section for everyone!
So glad you like it :3
What program do you use to create those normal maps? They look great!
Pretty sure he uses crazy bump as of recently, not sure if he changed though.