Version 1.0.0, but it's far from finished! Some issues still remain, and a lot of great things are planned for the future. If you want to support the development of SEUS Renewed, join the exclusive SEUS Discord server and discuss development, and/or gain access to Beta and Experimental versions as SEUS Renewed develops, check out my Patreon page: https://www.patreon.com/sonicether
So, what's next? The first thing I'll work on is moving to a proper deferred + forward pipeline for better handling of transparent rendering. This will fix issues with transparent materials and free up the internal data structure a bit, which will likely improve performance.
I've got plans to redesign and integrate volumetric clouds and crepuscular rays, as well as work on better handling of reflections from various materials. I'll also be working on the new frontier of utilizing voxelized scene data for light propagation (improved block lighting, light from any block of any color, etc), as well as experiment with bleeding edge stuff like world-space reflections and, purely for experimentation, path-traced GI (don't hold your breath on that one)!
I'm excited to hear what you guys think! Thanks for all of your support!
We're so close to the first SEUS Renewed 1.0 release! Yes, there are still minor bugs to fix, but I don't want to delay the release of SEUS Renewed 1.0 any further. Of course, SEUS Renewed will continue to be improved past the first release. If nothing is terribly wrong with this version, then it's straight off to SEUS Renewed 1.0 within the next few days!
Changelog:
Added End shaders
Updated Nether shaders to SEUS Renewed
Optimized rain effects
Optimized parallax occlusion mapping with smarter raymarching
Optimized parallax self-shadows
Fixed visual artifacts with POM self-shadows at grazing angles
General minor optimizations
Improved visual stability of "Aggressive TAA"
Reduced distant shadow artifacts
Reduced brightness of lava, glowstone, fire
Optimized atmospheric scattering
Added option for rain splash bilateral filtering
Implemented colored shadows from stained glass
Hey, all! You know what? I really miss working on SEUS. I really miss being engaged with you guys, getting feedback, the excitement of sharing new developments, and seeing that same excitement from you. I miss exploring the purely passion-driven work of pushing Minecraft's visuals to the limit! I miss you guys sharing suggestions, sharing screenshots and videos, even reporting bugs/issues!
I want that back. I was so much happier during those days. So, what am I doing about it? I'm seizing it back!
As you all know, a few years ago I unofficially moved on from working on SEUS because I needed a better way to support myself financially. I found so much passion in SEUS, and I thought I would find similar passion for the other things I've been pursuing since, but it just hasn't been the same.
Now, looking back, I know for sure now that I never really lost interest in SEUS. Even after I had unofficially stopped working on SEUS, I kept getting drawn back into it!
These screenshots are the result of this purely passion-driven work--a new version of SEUS called SEUS Renewed! It's the result of the work I've done in my free time since SEUS v11, which initially started as a rewrite of the core of SEUS and has renewed my passion for working with Minecraft's graphics!
Here are some of the new features of SEUS Renewed:
-Improved GI and SSAO
-Super smooth Temporal Anti-Aliasing
-Completely reworked system for day/night cycle based on atmospheric scattering
-Accurate sunlight color via atmospheric scattering
-Accurate ambient sky lighting from atmospheric scattering via Spherical Harmonics
-New atmospheric scattering on distand land for a natural sense-of-scale
-New underwater rendering
-Normal/bump mapping from torch/artificial light
-Screen-space shadow tracing for better contact shadows
-Vastly improved performance with long render distance settings
-Physically-based specular highlights from sunlight
-Improved 2D clouds
-Improved rendering of stained glass
In addition to releasing SEUS Renewed, I've also launched a Patreon page. There you'll be able to access beta archives and experimental development archives, as well as get access to a Discord server where you can discuss SEUS with other patrons and with me!
So, that's what's happening! I just hope that I haven't been gone for too long. Even if this new venture doesn't work out, I think it's worth a shot! A HUGE thank you again for being so awesome and supporting me thus far!!!!
Hey everyone, I'm sorry I've been so hard to get a hold of, there's a lot going on in my life.
I thought I'd have the time to update this mod, but it seems as though it'd be better if I open source it and let the community take it where it needs to go.
Definitely, but it is still not clear how it should be configured and how it will be used.
Please create an issue on the issue tracker for further discussion: https://github.com/sp614x/optifine/issues
Hey sp614x, I'm just wondering if the option of not clearing a texture/color attachment at the beginning of a frame is still a possibility in order to retain texture data across frames as we discussed. This really would be quite useful!
Sound Physics is a mod that overhauls Minecraft's sound engine to simulate reverberation, sound occlusion/absorption, and physically based sound attenuation. The sound simulation provides interesting aural cues; you'll be able to tell whether a mob can be directly seen and whether it's just around the corner or in a closed-off area with your eyes closed. Exploring caves is much more immersive, and reverberation provides a sense of scale to grand structures or large underground ravines.
Please enable the log in Magic Launcher, load up a world in Minecraft, and paste the entire log here in a spoiler so I can see exactly what went wrong and fix it.
EDIT:for people who want to see its on page 131 of karyonix's forum post
karyonix told me personally that he was stopping shader mod development. Perhaps he has been indecisive in this, but that's what he told me. If he's still on board to help with updating, then that's just awesome. If not, I'll have to see what I can do on my own.
As he said, it's a big change from 1.5 to 1.6. I'm new to Java, so we'll see what happens.
Collaborating with Syclone has been pretty awesome! Chroma Hills is a perfect blend of realism and artistry that suits SEUS very well. I'm still in the middle of settling a lot of new features, but the screenshots you see above were taken with the latest version of my work. It's great to have a texture artist working with SEUS in mind!
The shader is a great thing , but is there any way to bring back the vibrant glossy colors like you would find in a ray traced graphic.
I find that using the shaders creates a washed out look. Is there anyway to bring this back to bright rich glossy colors and still have shading effect?
Can you post an example image? I may be able to emulate certain styles of raytracers to a degree.
4
SEUS Renewed 1.0.0 is here!!! Go download it!!
Version 1.0.0, but it's far from finished! Some issues still remain, and a lot of great things are planned for the future. If you want to support the development of SEUS Renewed, join the exclusive SEUS Discord server and discuss development, and/or gain access to Beta and Experimental versions as SEUS Renewed develops, check out my Patreon page: https://www.patreon.com/sonicether
So, what's next? The first thing I'll work on is moving to a proper deferred + forward pipeline for better handling of transparent rendering. This will fix issues with transparent materials and free up the internal data structure a bit, which will likely improve performance.
I've got plans to redesign and integrate volumetric clouds and crepuscular rays, as well as work on better handling of reflections from various materials. I'll also be working on the new frontier of utilizing voxelized scene data for light propagation (improved block lighting, light from any block of any color, etc), as well as experiment with bleeding edge stuff like world-space reflections and, purely for experimentation, path-traced GI (don't hold your breath on that one)!
I'm excited to hear what you guys think! Thanks for all of your support!
2
SEUS Renewed Beta 0.9.9 is here! https://www.patreon.com/posts/15748847
We're so close to the first SEUS Renewed 1.0 release! Yes, there are still minor bugs to fix, but I don't want to delay the release of SEUS Renewed 1.0 any further. Of course, SEUS Renewed will continue to be improved past the first release. If nothing is terribly wrong with this version, then it's straight off to SEUS Renewed 1.0 within the next few days!
Changelog:
Added End shaders
Updated Nether shaders to SEUS Renewed
Optimized rain effects
Optimized parallax occlusion mapping with smarter raymarching
Optimized parallax self-shadows
Fixed visual artifacts with POM self-shadows at grazing angles
General minor optimizations
Improved visual stability of "Aggressive TAA"
Reduced distant shadow artifacts
Reduced brightness of lava, glowstone, fire
Optimized atmospheric scattering
Added option for rain splash bilateral filtering
Implemented colored shadows from stained glass
3
SEUS Renewed Beta 0.9.2 is out! https://www.patreon.com/posts/14933430
Some bugfixes, improved torch light (now based on kelvin color temperature), and added more configurable shader options to further customize the look!
Check out the difference between v11 and Renewed, pretty crazy!
2
Hey, all! You know what? I really miss working on SEUS. I really miss being engaged with you guys, getting feedback, the excitement of sharing new developments, and seeing that same excitement from you. I miss exploring the purely passion-driven work of pushing Minecraft's visuals to the limit! I miss you guys sharing suggestions, sharing screenshots and videos, even reporting bugs/issues!
I want that back. I was so much happier during those days. So, what am I doing about it? I'm seizing it back!
As you all know, a few years ago I unofficially moved on from working on SEUS because I needed a better way to support myself financially. I found so much passion in SEUS, and I thought I would find similar passion for the other things I've been pursuing since, but it just hasn't been the same.
Now, looking back, I know for sure now that I never really lost interest in SEUS. Even after I had unofficially stopped working on SEUS, I kept getting drawn back into it!
These screenshots are the result of this purely passion-driven work--a new version of SEUS called SEUS Renewed! It's the result of the work I've done in my free time since SEUS v11, which initially started as a rewrite of the core of SEUS and has renewed my passion for working with Minecraft's graphics!
Here are some of the new features of SEUS Renewed:
-Improved GI and SSAO
-Super smooth Temporal Anti-Aliasing
-Completely reworked system for day/night cycle based on atmospheric scattering
-Accurate sunlight color via atmospheric scattering
-Accurate ambient sky lighting from atmospheric scattering via Spherical Harmonics
-New atmospheric scattering on distand land for a natural sense-of-scale
-New underwater rendering
-Normal/bump mapping from torch/artificial light
-Screen-space shadow tracing for better contact shadows
-Vastly improved performance with long render distance settings
-Physically-based specular highlights from sunlight
-Improved 2D clouds
-Improved rendering of stained glass
In addition to releasing SEUS Renewed, I've also launched a Patreon page. There you'll be able to access beta archives and experimental development archives, as well as get access to a Discord server where you can discuss SEUS with other patrons and with me!
So, that's what's happening! I just hope that I haven't been gone for too long. Even if this new venture doesn't work out, I think it's worth a shot! A HUGE thank you again for being so awesome and supporting me thus far!!!!
10
Hey everyone, I'm sorry I've been so hard to get a hold of, there's a lot going on in my life.
I thought I'd have the time to update this mod, but it seems as though it'd be better if I open source it and let the community take it where it needs to go.
So, I've just quickly whipped up a GitHub repository containing the source for the mod. https://github.com/sonicether/Sound-Physics
I'm not terribly familiar with GitHub, is there anything else I need to do to make sure people can fork and modify this?
2
Hi guys, just dropping in to say that my website is back up and the download links should work now!
5
Hey guys, I'm just letting you know, I just uploaded a version for Minecraft 1.10.2
1
Alright, I've created the issue and provided an example for the usage of this functionality https://github.com/sp614x/optifine/issues/399
0
Hey sp614x, I'm just wondering if the option of not clearing a texture/color attachment at the beginning of a frame is still a possibility in order to retain texture data across frames as we discussed. This really would be quite useful!
87
Sound Physics is a mod that overhauls Minecraft's sound engine to simulate reverberation, sound occlusion/absorption, and physically based sound attenuation. The sound simulation provides interesting aural cues; you'll be able to tell whether a mob can be directly seen and whether it's just around the corner or in a closed-off area with your eyes closed. Exploring caves is much more immersive, and reverberation provides a sense of scale to grand structures or large underground ravines.
I have stopped working on this project for now, but it is open-source and anyone can contribute to it. https://github.com/sonicether/Sound-Physics
3
Hey, just for the record, I wanted to confirm that I did indeed provide exclusive permission for this shaderpack to be distributed. Looks awesome!
0
Please enable the log in Magic Launcher, load up a world in Minecraft, and paste the entire log here in a spoiler so I can see exactly what went wrong and fix it.
0
karyonix told me personally that he was stopping shader mod development. Perhaps he has been indecisive in this, but that's what he told me. If he's still on board to help with updating, then that's just awesome. If not, I'll have to see what I can do on my own.
As he said, it's a big change from 1.5 to 1.6. I'm new to Java, so we'll see what happens.
0
0
Can you post an example image? I may be able to emulate certain styles of raytracers to a degree.