The starts for me are 4 pixels in a diamond shape? Is this a setting, or something with the pack?
No setting to change that currently, that's how it looked like while implementing custom stars and I just kinda rolled with it, since it looks pretty close to default mc stars.
First I would like to say a big thankyou for the brilliant 1.13 shaders, absolutely outstanding.
I don't know if you are aware of this but as of 1.13 it seems that Mojang/Nvidia has once again broke the fog rendering with any AMD or Intel GPU.
Basically without using any shaders, with any AMD/Intel GPU, the fog will render as a flat line on the horizon, which looks awful, it reveals loaded chunks in the background and rotating the player brings terrain in/out of view. The correct method of rendering fog in minecraft is the Radial fog render, which is basically a circular rendering of fog around the player.
If we apply any shader on the 1.13 version, the fog is completely broken, results in a black background on the horizon. May I ask is there any chance you could look into this issue please for the AMD/Intel users.
I asked sp614x, the creator of Optifine to help us out, he kindly fixed this issue with a shaderpack called Radialfog, the link is here, unfortunately even the fog shader is broken on 1.13.2.
I seem to be having some trouble with your shaders, I've tried usling your high-motionblur and your ultra so far but there's a certain issue that doesn't seem to ever go away. I do apologize if you've solved this with anyone else before but seeing the number of pages on this forum is discouraging when it comes to looking for the answer instead of asking directly.
Now, the issue is that the clouds are... weird. By that I mean that if you pay attention to them even in a screenshot the semi-transparent ones seem to be made up of white and blue dots unlike the nontransparent ones, this is mostly evident by looking to the west and is really unappealing. I was hoping you could help me out with this issue?
First I would like to say a big thankyou for the brilliant 1.13 shaders, absolutely outstanding.
I don't know if you are aware of this but as of 1.13 it seems that Mojang/Nvidia has once again broke the fog rendering with any AMD or Intel GPU.
Basically without using any shaders, with any AMD/Intel GPU, the fog will render as a flat line on the horizon, which looks awful, it reveals loaded chunks in the background and rotating the player brings terrain in/out of view. The correct method of rendering fog in minecraft is the Radial fog render, which is basically a circular rendering of fog around the player.
If we apply any shader on the 1.13 version, the fog is completely broken, results in a black background on the horizon. May I ask is there any chance you could look into this issue please for the AMD/Intel users.
I asked sp614x, the creator of Optifine to help us out, he kindly fixed this issue with a shaderpack called Radialfog, the link is here, unfortunately even the fog shader is broken on 1.13.2.
I seem to be having some trouble with your shaders, I've tried usling your high-motionblur and your ultra so far but there's a certain issue that doesn't seem to ever go away. I do apologize if you've solved this with anyone else before but seeing the number of pages on this forum is discouraging when it comes to looking for the answer instead of asking directly.
Now, the issue is that the clouds are... weird. By that I mean that if you pay attention to them even in a screenshot the semi-transparent ones seem to be made up of white and blue dots unlike the nontransparent ones, this is mostly evident by looking to the west and is really unappealing. I was hoping you could help me out with this issue?
The pattern does indeed look weird, what's your gpu? Looks like a driver issue to me, also make sure you're running the latest version of vibrant shaders, v1.19.
The pattern does indeed look weird, what's your gpu? Looks like a driver issue to me, also make sure you're running the latest version of vibrant shaders, v1.19.
My GPU is Gigabyte GeForce GTX 1050 Ti 4GB GDDR5. I have the latest version, I forgot to mention that. I just updated my drivers but it's still there :/
My GPU is Gigabyte GeForce GTX 1050 Ti 4GB GDDR5. I have the latest version, I forgot to mention that. I just updated my drivers but it's still there :/
So a pascal chip, luckily I just upgraded from my gtx 960 to a gtx 1070 ti, so we are at least on the same architecture. I made some screenshots aswell, it looks like the image compression made the dithering look worse. Anyways there's always some visible dither pattern but it's less visible in non motionblur versions since there's a blur filter applied ontop of the sky. You can also increase the clouds quality in the ingame shader options at the cost of some performance.
So a pascal chip, luckily I just upgraded from my gtx 960 to a gtx 1070 ti, so we are at least on the same architecture. I made some screenshots aswell, it looks like the image compression made the dithering look worse. Anyways there's always some visible dither pattern but it's less visible in non motionblur versions since there's a blur filter applied ontop of the sky. You can also increase the clouds quality in the ingame shader options at the cost of some performance.
Okay so I found a solution after playing around with most of the settings
I activated both Distance bur and DoF and it seems that they "fixed" the pattern. (It's probably still there but even from high up in the sky it' undetectable.)
Anyway, thank you for your time and of course for the amazing shaders!
In v1.19 I still have that visual glitch where the water turns invisible whilst looking through stained glass. It should be possible to fix, since it has been fixed in Chocapic13's shaders. Could you please look into that?
I'm building city in r64 sphere. There is opening on top so sunlight can come in, but sunlight is present only when I'm out of vannila shadow casted by blocks above me (when there is sky above me, sunlight is OK, see n1 screenshot)
When I move little under solid block, and im in vannila shadow, sunlight is partially gone (see n2 screenshot)
In v1.19 I still have that visual glitch where the water turns invisible whilst looking through stained glass. It should be possible to fix, since it has been fixed in Chocapic13's shaders. Could you please look into that?
That's not how it works, this requires a complete rewrite, which chocapic has done in order to fix this and other issues.
I'm building city in r64 sphere. There is opening on top so sunlight can come in, but sunlight is present only when I'm out of vannila shadow casted by blocks above me (when there is sky above me, sunlight is OK, see n1 screenshot)
When I move little under solid block, and im in vannila shadow, sunlight is partially gone (see n2 screenshot)
I'm using Vibrant shader 1.19 extreme
Not much you can do about that, my code / the shadersmod thinks that you're in a cave at that point which is why things change.
I belive it's in your code, i tested some shaders and for example in Chocapic shader this works fine. Is there way to make shader thinks that im not in cave like in chocapic's?
The Meaning of Life, the Universe, and Everything.
Join Date:
11/17/2010
Posts:
51
Member Details
Can anyone tell me if this shader support bump mapping? If so, how can I enable it? I have default improved texture and faithful 32x32, are they compatible?
I belive it's in your code, i tested some shaders and for example in Chocapic shader this works fine. Is there way to make shader thinks that im not in cave like in chocapic's?
Currently not, I might look into this in future updates.
Can anyone tell me if this shader support bump mapping? If so, how can I enable it? I have default improved texture and faithful 32x32, are they compatible?
It does, just select a resourcepack that supports in and enable bump/parallax mapping in the ingame shader options. (Shader selection screen, bottom right)
It does, just select a resourcepack that supports in and enable bump/parallax mapping in the ingame shader options. (Shader selection screen, bottom right)
Thank you, it worked. Also, any tips to reach 60fps with your shaders? I have a gtx 1080, 16gb and i74690k, what should I config to reach stable fps?
Thank you, it worked. Also, any tips to reach 60fps with your shaders? I have a gtx 1080, 16gb and i74690k, what should I config to reach stable fps?
You should be good to go with a gtx 1080, just make sure it's drivers are up to date. I usually disable vsync and cap the framerate at 65. Render distance and entities cause the biggest performance hit.
Hey, hello Sildur. I would like to know when this could be fixed, or am i doing something wrong?
Moon from texture pack missing to render when Shader's moon is off.
*Doesn't render more if i disable my texture pack. My t.pack is not the issue.
Hey, hello Sildur. I would like to know when this could be fixed, or am i doing something wrong?
Moon from texture pack missing to render when Shader's moon is off.
*Doesn't render more if i disable my texture pack. My t.pack is not the issue.
I really like your Shader
You must also enable default skybox/stars right underneath Shader moon.
You must also enable default skybox/stars right underneath Shader moon.
Thank for the quick reply. Yes it is that, however like it's saying in the description of the option, it make the daytime to nighttime not look good.
Is it possible to make the Shader Moon option not dependent to the skybox/stars option? If not, i get it that it might be because the sun/moon is linked to the skybox in minecraft's codes.
No setting to change that currently, that's how it looked like while implementing custom stars and I just kinda rolled with it, since it looks pretty close to default mc stars.
If the intel driver doesn't fail during compiling lite or medium should work pretty well, however enhanced default might be the best option for you.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Hello Sildur hope you are good.
First I would like to say a big thankyou for the brilliant 1.13 shaders, absolutely outstanding.
I don't know if you are aware of this but as of 1.13 it seems that Mojang/Nvidia has once again broke the fog rendering with any AMD or Intel GPU.
Basically without using any shaders, with any AMD/Intel GPU, the fog will render as a flat line on the horizon, which looks awful, it reveals loaded chunks in the background and rotating the player brings terrain in/out of view. The correct method of rendering fog in minecraft is the Radial fog render, which is basically a circular rendering of fog around the player.
If we apply any shader on the 1.13 version, the fog is completely broken, results in a black background on the horizon. May I ask is there any chance you could look into this issue please for the AMD/Intel users.
I asked sp614x, the creator of Optifine to help us out, he kindly fixed this issue with a shaderpack called Radialfog, the link is here, unfortunately even the fog shader is broken on 1.13.2.
https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/minecraft-mods/1272953-optifine-hd-fps-boost-dynamic-lights-shaders-and?page=2476
Its post #51875 Jun 16, 2016
Thankyou ever so much for your brilliant shaders, thankyou for your time and hope to speak soon.
Greetings Sildur.
I seem to be having some trouble with your shaders, I've tried usling your high-motionblur and your ultra so far but there's a certain issue that doesn't seem to ever go away. I do apologize if you've solved this with anyone else before but seeing the number of pages on this forum is discouraging when it comes to looking for the answer instead of asking directly.
Now, the issue is that the clouds are... weird. By that I mean that if you pay attention to them even in a screenshot the semi-transparent ones seem to be made up of white and blue dots unlike the nontransparent ones, this is mostly evident by looking to the west and is really unappealing. I was hoping you could help me out with this issue?
Vibrant shaders create custom fog so that shouldn't cause any issues. Enhanced default uses default fog, is that working correctly aswell?
The pattern does indeed look weird, what's your gpu? Looks like a driver issue to me, also make sure you're running the latest version of vibrant shaders, v1.19.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
My GPU is Gigabyte GeForce GTX 1050 Ti 4GB GDDR5. I have the latest version, I forgot to mention that. I just updated my drivers but it's still there :/
So a pascal chip, luckily I just upgraded from my gtx 960 to a gtx 1070 ti, so we are at least on the same architecture. I made some screenshots aswell, it looks like the image compression made the dithering look worse. Anyways there's always some visible dither pattern but it's less visible in non motionblur versions since there's a blur filter applied ontop of the sky. You can also increase the clouds quality in the ingame shader options at the cost of some performance.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Okay so I found a solution after playing around with most of the settings
I activated both Distance bur and DoF and it seems that they "fixed" the pattern. (It's probably still there but even from high up in the sky it' undetectable.)
Anyway, thank you for your time and of course for the amazing shaders!
In v1.19 I still have that visual glitch where the water turns invisible whilst looking through stained glass. It should be possible to fix, since it has been fixed in Chocapic13's shaders. Could you please look into that?
Hello, is any way to fix this behaviour?
I'm building city in r64 sphere. There is opening on top so sunlight can come in, but sunlight is present only when I'm out of vannila shadow casted by blocks above me (when there is sky above me, sunlight is OK, see n1 screenshot)
When I move little under solid block, and im in vannila shadow, sunlight is partially gone (see n2 screenshot)
I'm using Vibrant shader 1.19 extreme
That's not how it works, this requires a complete rewrite, which chocapic has done in order to fix this and other issues.
Not much you can do about that, my code / the shadersmod thinks that you're in a cave at that point which is why things change.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
I belive it's in your code, i tested some shaders and for example in Chocapic shader this works fine. Is there way to make shader thinks that im not in cave like in chocapic's?
Can anyone tell me if this shader support bump mapping? If so, how can I enable it? I have default improved texture and faithful 32x32, are they compatible?
Currently not, I might look into this in future updates.
It does, just select a resourcepack that supports in and enable bump/parallax mapping in the ingame shader options. (Shader selection screen, bottom right)
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Thank you, it worked. Also, any tips to reach 60fps with your shaders? I have a gtx 1080, 16gb and i74690k, what should I config to reach stable fps?
You should be good to go with a gtx 1080, just make sure it's drivers are up to date. I usually disable vsync and cap the framerate at 65. Render distance and entities cause the biggest performance hit.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
I am loving this mod but I am experincing one pretty big problem. When I look up, the clouds start to disappear below the middle of my screen.
I am using optifine and am playing with the Feed the Beast: Revelations mod pack. This uses the 1.12.2 version.
Can anyone help me remove this?
Are you using something like astral sorcercy? You have to disable its custom sky stuff since it breaks shaders.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Hey, hello Sildur. I would like to know when this could be fixed, or am i doing something wrong?
Moon from texture pack missing to render when Shader's moon is off.
*Doesn't render more if i disable my texture pack. My t.pack is not the issue.
I really like your Shader
You must also enable default skybox/stars right underneath Shader moon.
Patreon, Offical Website, Twitter, Facebook, Youtube, Shaderlabs Discord, Optifine Discord
Thank for the quick reply. Yes it is that, however like it's saying in the description of the option, it make the daytime to nighttime not look good.
Is it possible to make the Shader Moon option not dependent to the skybox/stars option? If not, i get it that it might be because the sun/moon is linked to the skybox in minecraft's codes.