What?? Nono, i use 1.8.9 to PvP. I don't take screenshots. I just want to have my minecraft similar to the screenshots: the resource pack, the mods and the Shader Options. Also, i will probably leave 1.8.9 soon and move to 1.11.2.
I am experiencing a problem. When I activate the shader the game continues running and I can interact with blocks and such, but the screen only shows the shader selection menu in optifine as it was when the mod activated. What causes this? I am using the most recent 1.12.2 version of Optifine.
Okay, this makes absolutely no sense. I do have rain puddles indoor on an closed glass roof.
I'm having the same problem, about a year later. My guess is that it's using something equivalent to "canSeeSky" instead of "isRainingAt", but searching the files, I haven't figured out where it is performing the comparison or function call to determine whether a block will get rain puddles (blocks under trees and in caves are dry even while it's raining, so I know it isn't just applying it to all blocks without some sort of check)
I'm having the same problem, about a year later. My guess is that it's using something equivalent to "canSeeSky" instead of "isRainingAt", but searching the files, I haven't figured out where it is performing the comparison or function call to determine whether a block will get rain puddles (blocks under trees and in caves are dry even while it's raining, so I know it isn't just applying it to all blocks without some sort of check)
So, this is a limit with how Optifine currently works. Unfortunately, Optifine doesn't give us a variable for whether a block can see the sky, or whether a block is being rained on. The closest thing Optifine gives us, would be the lightmap coordinate for sky light.
Brief explanation, the way lighting works in Minecraft, is each position in the world has two light strengths: a block light strength, and a sky light strength. Block light is light emitted by blocks, such as torches, glowstone, furnaces, redstone lamps, etc. Sky light is light emitted by the sky/environment. Both light strengths are expressed as a whole number between 0 and 15 (16 total values). Minecraft then takes both light strengths, divides them by 16, then pairs them together to form an XY coordinate pair, with X corresponding to block light and Y corresponding to sky light. This coordinate pair is used to read a certain pixel from a special 16x16 texture, known as the lightmap. The lightmap is a 2-way gradient that basically acts as a function: for the given lighting conditions, what is the final lighting colour? This is how Minecraft's lighting is coloured, ie no sky light and little block light gives a reddish colour, no block light and little sky light gives a bluish colour, etc.
Now, both the lightmap itself, and this XY coordinate pair are given to the shader. The shader can use the XY coordinate pair to read the light strength values for both block (X) and sky (Y) light for any pixel on a block face. Though the shader doesn't treat these as strength values, more, distance values. How far the current pixel is from the nearest light source.
Puddles use the sky light, raised to some high power, ie `pow(skyLightValue, 10.0)`, to work out whether a block is visible to the sky or not. Unfortunately, only blocks which, well, block sky light can prevent visibility, which is why glass seems to let rain through. As it lets sky light through.
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
So, this is a limit with how Optifine currently works. Unfortunately, Optifine doesn't give us a variable for whether a block can see the sky, or whether a block is being rained on. The closest thing Optifine gives us, would be the lightmap coordinate for sky light.
Brief explanation, the way lighting works in Minecraft, is each position in the world has two light strengths: a block light strength, and a sky light strength. Block light is light emitted by blocks, such as torches, glowstone, furnaces, redstone lamps, etc. Sky light is light emitted by the sky/environment. Both light strengths are expressed as a whole number between 0 and 15 (16 total values). Minecraft then takes both light strengths, divides them by 16, then pairs them together to form an XY coordinate pair, with X corresponding to block light and Y corresponding to sky light. This coordinate pair is used to read a certain pixel from a special 16x16 texture, known as the lightmap. The lightmap is a 2-way gradient that basically acts as a function: for the given lighting conditions, what is the final lighting colour? This is how Minecraft's lighting is coloured, ie no sky light and little block light gives a reddish colour, no block light and little sky light gives a bluish colour, etc.
Now, both the lightmap itself, and this XY coordinate pair are given to the shader. The shader can use the XY coordinate pair to read the light strength values for both block (X) and sky (Y) light for any pixel on a block face. Though the shader doesn't treat these as strength values, more, distance values. How far the current pixel is from the nearest light source.
Puddles use the sky light, raised to some high power, ie `pow(skyLightValue, 10.0)`, to work out whether a block is visible to the sky or not. Unfortunately, only blocks which, well, block sky light can prevent visibility, which is why glass seems to let rain through. As it lets sky light through.
In other words, I either need to file a feature request with Optifine to make this possible, or find a different shader pack that requires Forge (I have a vague memory that there are some, and I imagine they would be able to call the Minecraft methods to check for the appropriate conditions, though I could be wrong on one or both counts).
However, I'm also curious why the undersides of my chests seem wet when it's raining, as seen here: https://imgur.com/R4S6YeQ
In other words, I either need to file a feature request with Optifine to make this possible, or find a different shader pack that requires Forge (I have a vague memory that there are some, and I imagine they would be able to call the Minecraft methods to check for the appropriate conditions, though I could be wrong on one or both counts).
However, I'm also curious why the undersides of my chests seem wet when it's raining, as seen here: https://imgur.com/R4S6YeQ
No shader packs use Forge, unfortunately, so your only other option would be to request it in Optifine. Though if memory serves me correctly, there isn't much room left in the vertex format, so the best solution would be a true/false value, I'd say.
And the undersides of blocks is probably an oversight on Sonic Ether's part. You can very easily check if a pixel is pointing in a certain direction, so Sonic Ether could scale the wetness based on how much the pixel is pointing up.
Rollback Post to RevisionRollBack
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
You (probably) don't have a dedicated GPU, no dedicated GPU, no fancy shaders, you may need to get a better computer for this.
I know this was to someone else - but I was having the same issue (loaded shaders and everything was solid colors with a bunch of errors). I am also new to how shaders work. How do I tell if my graphics card can support this? The "internal" shaders work fine when I use those.
Idk if this helps tell you what I have (on the bottom of the shader screen). If you need more info, please let me know!
I just started to use SEUS' renewed version 1.0 but I can't find a way to disable waving grass, leaves etc. I have used SEUS for a long time and knew how to disable the waving on older versions but it's clear that the code has been completely rewritten. I also do not see an option to disable this within the shader menu within the game itself. The waving really affects my games' performance, it always runs a million times better with it disabled. So my questions are:
Which lines do I edit to disable waving on all plants and leaves? Do I still just put // in front of these lines or?
Rollback Post to RevisionRollBack
❀•.¸¸.•*¨*•.¸¸.• ʕ·͡ᴥ·ʔ •.¸¸.•*¨*•.¸¸.•❀ — You should seek the Journey. It's as a fine tapestry. Complex beyond comprehension —
I just started to use SEUS' renewed version 1.0 but I can't find a way to disable waving grass, leaves etc. I have used SEUS for a long time and knew how to disable the waving on older versions but it's clear that the code has been completely rewritten. I also do not see an option to disable this within the shader menu within the game itself. The waving really affects my games' performance, it always runs a million times better with it disabled. So my questions are:
Which lines do I edit to disable waving on all plants and leaves? Do I still just put // in front of these lines or?
You can install Optifine . Then under Optifines shader options add SEUS . You can disable features under shader Options
You can install Optifine . Then under Optifines shader options add SEUS . You can disable features under shader Options
Thank you so much for replying. I have both Optifine and Forge installed, the latest versions. I already looked in both the shader options and regular video settings. There is no setting for waving grass/leaves in the shader options. I have also turned off Terrain animation within the regular video settings as well as Texture animation, Better Grass, and Trees on Fast. None of these affected the waving for the grass but at least the trees aren't waving. I do not see any other option that might change it. I looked over all the options in both those menus multiple times and I do not see that feature. In shader options all I see is the following options:
Lighting & Shadow Options (No mention of waving/plants/foliage stuff)
Advanced GI settings (No mention)
Atmospherics Options (No mention)
Surface Options (^)
Post-Processing Settings (^)
Interestingly, enabling the older version of SEUS also does not show the option to turn waving off but with the older versions I was able to edit the .vsh file to disable waving manually. I cannot find that line in the files now. I do see similar things but editing those didn't seem to do anything so I was hoping someone knows the right line to edit and how to edit it to stop the waving.
Thank you so much for replying. I have both Optifine and Forge installed, the latest versions. I already looked in both the shader options and regular video settings. There is no setting for waving grass/leaves in the shader options. I have also turned off Terrain animation within the regular video settings as well as Texture animation, Better Grass, and Trees on Fast. None of these affected the waving for the grass but at least the trees aren't waving. I do not see any other option that might change it. I looked over all the options in both those menus multiple times and I do not see that feature. In shader options all I see is the following options:
Lighting & Shadow Options (No mention of waving/plants/foliage stuff)
Advanced GI settings (No mention)
Atmospherics Options (No mention)
Surface Options (^)
Post-Processing Settings (^)
Interestingly, enabling the older version of SEUS also does not show the option to turn waving off but with the older versions I was able to edit the .vsh file to disable waving manually. I cannot find that line in the files now. I do see similar things but editing those didn't seem to do anything so I was hoping someone knows the right line to edit and how to edit it to stop the waving.
There is a low medium and high setting , but the lines you want are here
It's still in gbuffers_terrain.vsh, starting at line 314...
add /* at line 313 and */ at line 468 to comment waving stuff out.
Example:
/*
<Waving Content>
*/
this will comment out all those lines of code
The new SEUS version 2 has more settings . You'll find that all the newer shaders will have more controls in the shader Options to turn stuff off
NVIDIA GeForce GTX 1060
Do you use 1.8.9 just to take screenshots? You can do the same things in 1.12.2
What?? Nono, i use 1.8.9 to PvP. I don't take screenshots. I just want to have my minecraft similar to the screenshots: the resource pack, the mods and the Shader Options. Also, i will probably leave 1.8.9 soon and move to 1.11.2.
I can't use it. The shader become error and the game crashed when I play it. Need some help😢
is there a lite version?
No. The latest version includes settings that you can customize to your specs.
I am experiencing a problem. When I activate the shader the game continues running and I can interact with blocks and such, but the screen only shows the shader selection menu in optifine as it was when the mod activated. What causes this? I am using the most recent 1.12.2 version of Optifine.
I'm having the same problem, about a year later. My guess is that it's using something equivalent to "canSeeSky" instead of "isRainingAt", but searching the files, I haven't figured out where it is performing the comparison or function call to determine whether a block will get rain puddles (blocks under trees and in caves are dry even while it's raining, so I know it isn't just applying it to all blocks without some sort of check)
So, this is a limit with how Optifine currently works. Unfortunately, Optifine doesn't give us a variable for whether a block can see the sky, or whether a block is being rained on. The closest thing Optifine gives us, would be the lightmap coordinate for sky light.
Brief explanation, the way lighting works in Minecraft, is each position in the world has two light strengths: a block light strength, and a sky light strength. Block light is light emitted by blocks, such as torches, glowstone, furnaces, redstone lamps, etc. Sky light is light emitted by the sky/environment. Both light strengths are expressed as a whole number between 0 and 15 (16 total values). Minecraft then takes both light strengths, divides them by 16, then pairs them together to form an XY coordinate pair, with X corresponding to block light and Y corresponding to sky light. This coordinate pair is used to read a certain pixel from a special 16x16 texture, known as the lightmap. The lightmap is a 2-way gradient that basically acts as a function: for the given lighting conditions, what is the final lighting colour? This is how Minecraft's lighting is coloured, ie no sky light and little block light gives a reddish colour, no block light and little sky light gives a bluish colour, etc.
Now, both the lightmap itself, and this XY coordinate pair are given to the shader. The shader can use the XY coordinate pair to read the light strength values for both block (X) and sky (Y) light for any pixel on a block face. Though the shader doesn't treat these as strength values, more, distance values. How far the current pixel is from the nearest light source.
Puddles use the sky light, raised to some high power, ie `pow(skyLightValue, 10.0)`, to work out whether a block is visible to the sky or not. Unfortunately, only blocks which, well, block sky light can prevent visibility, which is why glass seems to let rain through. As it lets sky light through.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
In other words, I either need to file a feature request with Optifine to make this possible, or find a different shader pack that requires Forge (I have a vague memory that there are some, and I imagine they would be able to call the Minecraft methods to check for the appropriate conditions, though I could be wrong on one or both counts).
However, I'm also curious why the undersides of my chests seem wet when it's raining, as seen here: https://imgur.com/R4S6YeQ
No shader packs use Forge, unfortunately, so your only other option would be to request it in Optifine. Though if memory serves me correctly, there isn't much room left in the vertex format, so the best solution would be a true/false value, I'd say.
And the undersides of blocks is probably an oversight on Sonic Ether's part. You can very easily check if a pixel is pointing in a certain direction, so Sonic Ether could scale the wetness based on how much the pixel is pointing up.
Author of the Clarity, Serenity, Sapphire & Halcyon shader packs for Minecraft: Java Edition.
My Github page.
The entire Minecraft shader development community now has its own Discord server! Feel free to join and chat with all the developers!
I know this was to someone else - but I was having the same issue (loaded shaders and everything was solid colors with a bunch of errors). I am also new to how shaders work. How do I tell if my graphics card can support this? The "internal" shaders work fine when I use those.
Idk if this helps tell you what I have (on the bottom of the shader screen). If you need more info, please let me know!
Thanks for the help.
I hope someone can help me
I just started to use SEUS' renewed version 1.0 but I can't find a way to disable waving grass, leaves etc. I have used SEUS for a long time and knew how to disable the waving on older versions but it's clear that the code has been completely rewritten. I also do not see an option to disable this within the shader menu within the game itself. The waving really affects my games' performance, it always runs a million times better with it disabled. So my questions are:
Which lines do I edit to disable waving on all plants and leaves? Do I still just put // in front of these lines or?
— You should seek the Journey. It's as a fine tapestry. Complex beyond comprehension —
❀ ❀ ❀ ❀
You can install Optifine . Then under Optifines shader options add SEUS . You can disable features under shader Options
I tried using this shader pack in 1.12.2 and this is all that happened. Also I am using this on Mac if that helps.
Sorry to say but SEUS isn’t compatible with Apple Macs.
Well crap..... Thanks anyway.
Thank you so much for replying. I have both Optifine and Forge installed, the latest versions. I already looked in both the shader options and regular video settings. There is no setting for waving grass/leaves in the shader options. I have also turned off Terrain animation within the regular video settings as well as Texture animation, Better Grass, and Trees on Fast. None of these affected the waving for the grass but at least the trees aren't waving. I do not see any other option that might change it. I looked over all the options in both those menus multiple times and I do not see that feature. In shader options all I see is the following options:
Lighting & Shadow Options (No mention of waving/plants/foliage stuff)
Advanced GI settings (No mention)
Atmospherics Options (No mention)
Surface Options (^)
Post-Processing Settings (^)
Interestingly, enabling the older version of SEUS also does not show the option to turn waving off but with the older versions I was able to edit the .vsh file to disable waving manually. I cannot find that line in the files now. I do see similar things but editing those didn't seem to do anything so I was hoping someone knows the right line to edit and how to edit it to stop the waving.
— You should seek the Journey. It's as a fine tapestry. Complex beyond comprehension —
❀ ❀ ❀ ❀
There is a low medium and high setting , but the lines you want are here
It's still in gbuffers_terrain.vsh, starting at line 314...
add /* at line 313 and */ at line 468 to comment waving stuff out.
Example:
/*
<Waving Content>
*/
this will comment out all those lines of code
The new SEUS version 2 has more settings . You'll find that all the newer shaders will have more controls in the shader Options to turn stuff off
ah thx. A list for good lite-settings would be very nice.