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.
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.
Please can you post the code needed to enable this? When I have them both enabled the volumetric clouds are semitransparent and the 2D cloud layer shows through it looks pretty bad that way...
If you want the 2D cloud layer to appear behind volumetric clouds instead of in front of them in the official 10.1 release (assuming volumetric clouds have already been enabled), make the following changes:
I changed a few settings to make the volumetric clouds larger and closer to the ground since I like being in the clouds on mountaintops, which is why they don't quite look like the shader defaults.
I finally managed to get the 2D cloud layer to appear above/behind the volumetric clouds so I can have them both on at the same time without either of them looking out of place, but only the 2D cloud layer seems to affect the overall light level when it obscures the sun. Is there a way to make the 3D volumetric clouds affect lighting when they pass in front of the sun the way the 2D clouds do?
On a possibly related note, only the 2D cloud layer seems to be reflecting off of water. Is there a way to make volumetric clouds do this as well?
Thanks, and sorry if these questions have been answered already. I couldn't seem to find them anywhere.
This is a great idea. I don't know why Mojang hasn't made a craftable item that does this in order to legitimately incorporate coordinates into the game. Everyone who plays Minecraft uses them, especially for mapmaking purposes, and it would be nice to be able to see them while still being completely immersed in the game world.
I don't know how much of this is my computer and how much is due to the shaders themselves, but I'm getting an error message running continuously in the background while using v10 which apparently causes Minecraft to lock up after five to ten minutes:
####GL Error####
@ Post render
1282: Invalid Operation
The 1.3.1 release of the GLSL shaders runs well, but I can't seem to pinpoint what leads to this error once SEUS are applied. I have plenty of memory available when the game locks up, so it isn't a memory related issue. Previous releases of these shaders have run well on my machine, but I know a lot has changed since then.
Any ideas as to what may be causing this to happen?
It isn't a hard drive issue. I'm having this problem with 1.6.x , and have seen a number of posts from other individuals experiencing it, as well. It doesn't seem to be incredibly common, so I sometimes worry that it will go unnoticed due to there being so many other bugs that need to be fixed. I think we need to give it a catchy name, like the "lag spike bug," so someone pays attention to it.
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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.
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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.
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If you want the 2D cloud layer to appear behind volumetric clouds instead of in front of them in the official 10.1 release (assuming volumetric clouds have already been enabled), make the following changes:
In composite.fsh, line #2243 should read:
Here's a link to an Imgur album showing what this looks like: http://imgur.com/a/VqJjM
I changed a few settings to make the volumetric clouds larger and closer to the ground since I like being in the clouds on mountaintops, which is why they don't quite look like the shader defaults.
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On a possibly related note, only the 2D cloud layer seems to be reflecting off of water. Is there a way to make volumetric clouds do this as well?
Thanks, and sorry if these questions have been answered already. I couldn't seem to find them anywhere.
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####GL Error####
@ Post render
1282: Invalid Operation
The 1.3.1 release of the GLSL shaders runs well, but I can't seem to pinpoint what leads to this error once SEUS are applied. I have plenty of memory available when the game locks up, so it isn't a memory related issue. Previous releases of these shaders have run well on my machine, but I know a lot has changed since then.
Any ideas as to what may be causing this to happen?
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