IMPORTANT: This pack will NOT be updated to Minecraft 1.9 (or higher) because Mojang has removed the ability to load custom shaders from Resource Packs. If you would like to see this pack updated, please tweet your favorite Mojangsta and ask that this feature be restored. Link them to this pack to let them know why!
About This Pack :
This pack was created as a way of educating resource pack artists about color blindness, and the effects that their color choices have on a particular section of the human population. With the publication of this pack, I hope to raise awareness of Color Vision Deficiency in all its forms. I also hope that it will help to promote good design choices, both for resource packs and for design in general, that takes into account CVD and other ease of access measures.
I hope that this pack allows people with normal vision to walk a mile in the shoes of someone living with CVD... even if only for a few minutes in a video game.
How to Use This Pack :
Each type of Color Vision Deficiency has been assigned a number roughly equating to how common it is in the human population. Zero, normal vision, is the most common. Consult the images in the spoiler below to see the number associated with a particular spectrum of vision. To return to toggle between normal vision and a colorblind state once one has been selected, use the F4 key.
Types of Color Vision :
All information presented below is heavily abridged and phrased in a way that's hopefully simple to understand. I make absolutely no guarantee that it is 100% accurate, and as such you should use this information as a jumping-off point for your own research rather than simply believing what I've typed outright. If you find a serious mistake in the information presented below, please tell me. While I don't make any guarantee that I'm going to get the information right, I will at least try to make it as accurate as I can in it's abridged form.
In a normal human, color vision is possible because of the three types of cone cells in our eyes. Each one percieves a fairly wide spectrum of light, roughly corresponding to the colors red, green, and blue. These three base colors of light mix together to create all of the beautiful hues and shades that most humans take for granted as being things that people see.
Before you think that humans have the best vision of all animals, though, take a look at the vision of butterflies. These creatures are tetrachromats, and can see ultraviolet light. If you really want to have your visual perception humbled, try standing next to the amazing Mantis Shrimp which has a whopping twelve different color receptors, putting our wimpy three receptors to shame. A normal human is colorblind in comparison to either of these fascinating creatures.
Deuteranomaly is the most common form of color deficiency there is. Like most forms of color vision deficient, it affects males more than females due to it being a sex-linked trait. Deuteronomy is characterized by the middle-wavelength (green) of the color spectrum to be shifted more towards the red end of the spectrum.
People with this type of color vision can still see green, it just looks very desaturated and more yellow to them. By the same token, the red end of the spectrum becomes diluted with green, causing it to move towards orange and brown as well. For this reason, Deuteronomy is sometimes referred to as "mild red-green colorblindness" since it presents similar challenges to those with Protanopia and Deuteranopia, the two forms of true red-green colorblindness.
While only about 6% of the male population has Deuteronomy severe enough to qualify as colorblindness, some experts say that a significant portion of men a very mind version of this. If you've ever been told you're not calling a color the right name, particularly if you're male, you might want to try an Online Color Test to make sure you're seeing what everyone else is seeing.
Deuteranopia, also called Daltonism after physicist John Dalton, is the most common type of red-green colorblindness. It is caused by an absence of the absence of the M cone in the eye, and thus the loss of ability to view Medium wavelength colors.
People with Deutranopia have trouble distinguishing shades of red, orange, yellow, and green. With the absence of the ability to see green, red simply fades into a variety of orange hues and cyan takes the place of some of the greens. Shades of blue are unaffected, except where they mix with red to make purple, which also can't be seen with this type of color vision deficiency.
Protanomaly is similar to Deutranomaly in that it's not a true form of "colorblindness", but in fact an issue with how colors are perceived. People with this type of color vision deficiency still see the color red, but perceive it as being orange due to a problem with the S cones in their eyes moving the Short end of the visible spectrum closer to green. Someone who can't tell the difference between red and orange, but gets the rest of the colors right, may have this disorder.
Protanopia is very similar to the other form of red-green color blindness, Deuteranopia. In fact the two are so similar that most people don't even make a distinction. There is one key difference, however: With Protanopia the Red end of the spectrum appears very dark, even to the point of appearing nearly black. This can be seen in the screenshot above where the bright red poppies appear to be a very dark shade of yellow approaching black.
Most commonly called "Blue-Yellow colorblindness", this is actually inaccurate to what's actually happening. Those with tritanopia lack the L-cones in their eyes, and thus don't have the ability to see blue light. The M-cone, green light reception, fills in a lot of that gap making the entirely of the green-cyan-blue spectrum appear in cyan while yellow is dropped almost completely into white. Red can still be viewed reliably, but without any blue spectrum to mix purple and violet just becomes pure red.
Tritanomaly is the blue-shifted cousin of the other two -omaly disorders. Like Protanomaly and Deuteranomaly, Tritanomaly shifts the high point of color perception towards a point somewhere between the Low and Medium frequencies of color. In other words, more towards green.
Those with this type of color vision deficiency see everything shifted slightly towards the lower end of the spectrum. Yellows become more orange, and oranges become more red. True greens become yellowed while most of the green spectrum becomes more cyan. This change makes it difficult to distinguish colors on both the high and low ends of the spectrum, while making the middle somewhat confusing.
When most people think of colorblindness, this is what they think of. This is unfortunate because complete colorblindness (monochrome vision) is one of the rarest forms of colorblindness there is.
When a person is achromatic, they have only a single type of cone in their eyes (or none at all) so they effectively see only a single color. This means that there are effectively three types of achromatopsia: L-only, M-only, and H-only. Each one appears different with the colors corresponding to the cone that they have appearing somewhat brighter than the rest of the spectrum.
There is also an extremely rare form of achromatopsia in which a person is born with no cones at all, relying entirely on the rods in the eyes for vision. That is, only the person's night vision. Affecting less that a thousand people worldwide, this type of vision deficiency makes normal light unbearably bright and severely limits the ability of the individual to see details.
Due to the rarity of these conditions the information regarding how people with these conditions see the world is severely lacking. This resource pack doesn't have an accurate filter for any of these as a result. Instead, this pack effectively using an advanced grayscale filter that uses a normal eye's sensitivity to colors as the basis for how it responds to color. If you have any information on exactly how people with any form of achromatopsia see the world, please post in this thread. I'd love to add accurate filters to this pack for every form of color vision deficiency.
The rarest form of color vision deficiency, this rare case is most commonly a transitional stage between normal vision and Achromatopsia where in that condition is brought about by a chemical change in the person's eyes or brain rather than a genetic condition. Achromatomally (reduced color vision) is most often brought on with the onset of Macular Degeneraton stemming from either aging or diabetus. It's also been linked to brain damage, drug abuse, and other rare non-genetic causes of color vision deficiency.
Videos:
License :
I, Alvoria, creator of this pack, hereby release it into Public Domain. I do so in the hope that it will be used to educate as many people as possible about the restrictions of Color Vision Deficiency, and promote excellence and accessibility in Resource Pack creation and graphic design.
• Download the pack from one of the links above. It will be a .zip file.
• After downloading the file, open Minecraft
• Click "Options..."
• From the Options menu, click "Resource Packs"
• Click "Open resource pack folder" at the bottom of the screen. This will open a folder on your computer.
• Move or copy the .zip file you downloaded from one of the links above into this folder. Drag and drop, copy and paste, or however else you prefer to move files
• Do NOT unzip the file.
• Close this folder, and return to Minecraft.
• You should now see "Sanity.zip" as one of the options in the Resource Packs menu on the left-hand side. You may need to exit and re-enter the Resource Packs screen.
• Hover over the icon and you should see a > arrow. Click it. This should move "Color Blind Shaders.zip" to the right-hand column. You can install this pack above any other pack you want to use to get the effect with your favorite resource pack!
• Click "Done" at the bottom of the Resource Packs menu.
• After a moment's wait, the textures should change.
• Enjoy playing Minecraft!
Questions and Answers :
This section is for supplemental information that you may be wondering about as you use this pack, whether for education or design:
Q: Why doesn't this affect the menus and hotbar? I want to get the full experience by the items are still in full color! A: I don't think it's possible to force shaders to affect the GUI elements. Or if it is, I don't know how to do it (I'm not the best coder). This was probably done to prevent the game from becoming unplayable and the options inaccessible when using some of the more bizarre vanilla shaders. If this is something you'd like to see corrected, tweet your favorite Mojangsta and ask them to change it in the next version of Minecraft. Link them here to let them know why!
Q: Are all of these shaders completely accurate? A: I honestly have no way of knowing. All of the values I used are based on the same computational models used by tools like VisCheck which are considered to be accurate.
Q: How does this help people with color vision deficiency? A: You know the saying "Walk a mile in another man's shoes"? That's what this does. A lot of normal sighted people have trouble understanding how people with color vision deficiency see the world. With one of these shaders active, a normal-slighted person can experience Minecraft in the way that a person with CVD does, facing the same challenges and so forth within the setting of the game.
Q: Is this EVERY type of colorblindness? A: No. As stated below the entry for achromatopsia (total color blindness), complete color blindness actually has several variations that look different. Unfortunately, due to the rarity of achromatopsia, I can't find any hard numbers on how any of them work, and instead just used the numbers for wavelength sensitivity to create an "average" of them. I would like to add proper shaders for every type of achromatopsia, so if you have any information please let me know.
Q: Are YOU colorblind? A: Nope. I have normal vision. As a designer and artist I'm fascinated with how people perceive color, which is why color vision deficiency is fascinating to me.
Q: Why do you refer to colorblindness as "Color Vision Deficiency" in most places? A: Because not all forms of "colorblindness" actually make the afflicted "blind" to a particular color. All of the '-omaly' types, for example, just cause colors to be perceived incorrectly. This is an important distinction to make when talking about colorblindness, I think. Believe me, it's not because I'm trying to be Politically Correct. (I hate that PC garbage)
As for why I still use the more common term in the title... ease of searching.
Help Educate Others :
Did you find this pack an enlightening experience? Did you learn something? Has this helped you make better artistic decisions? If so, consider putting this banner into your signature to spread the word about this pack!
Here's the code that you can copy and paste into your signature easily:
How would one go about achieving this effect if shaders work with the RGB values? Human eyesight detects colors differently than computers detect them.
How would one go about achieving this effect if shaders work with the RGB values? Human eyesight detects colors differently than computers detect them.
True, however the same basic principles are used in both. The S, M, and L cones roughly correspond to perceiving what computers broadcast as Red, Green, and Blue... though obviously there are some dissimilarities. For example red exists at both ends of the visible color spectrum, but each end is picked up by a different cone in the eye. As such, these aren't 100% accurate because the model I'm using doesn't make this distinction. Incorrect information redacted.
A lot of what these do is artificially shifting hue values, bleeding channels together or dropping them out while using others to compensate for changes in brightness in a way that simulates vision. This is why, for example, protonopia and deuteranopia look very similar. Despite being different physiologically, they're both red-green colorblindness because of how the eye processes color.
I recommend reading the material at daltonize.org, which is where I got a lot of my reference material. Obviously I chose an easy way to do this (since I'm not a math genius), so what's written there doesn't completely reflect what's used here.
The idea isn't to get it completely perfect (there's literally no way to do this since everyone's vision is a little different) just to make something close enough that people will be able to understand the limitations of Color Vision Deficiency.
This will be added to the "The All-Inclusive UPDATED Guide to Texturing" as this is something important that people should be taking into account when they create textures/resource packs. This can also educated people on how the different versions of Color Vision Deficiency work. This deserves its own section in the guide, which I will create when I'm done writing this comment.
I want to become a Film Director & I too am fascinated by how the eyes work & how color is perceived by people. While it will be hard to create movies/videos that accommodate people with Color Vision Deficiency, I'm still fascinated by how it works.
For example red exists at both ends of the visible color spectrum
Not quite, atually. The visible light spectrum is a band, starting at red and ending in violet. Beyond red is infrared, which begins wavelengths to the left of the visible light spectrum that humans can't see, but many reptiles can. Beyond violet is ultraviolet, which begins wavelengths to the right of the spectrum that humans can't see.
The colour wheel consists of the visible light spectrum, but because it' turned a band into am wheel, something had to go between red and violet to make it a wheel, and that colour is minus green. Otherwise known as magenta. But magenta does not exist anywhere on the visible light spectrum. It's what you get if you take green away from all of the visible lights put together. Our eye needs something to fill that gap, and our brains decided on magenta.
This will be added to the "The All-Inclusive UPDATED Guide to Texturing" as this is something important that people should be taking into account when they create textures/resource packs. This can also educated people on how the different versions of Color Vision Deficiency work. This deserves its own section in the guide, which I will create when I'm done writing this comment.
I want to become a Film Director & I too am fascinated by how the eyes work & how color is perceived by people. While it will be hard to create movies/videos that accommodate people with Color Vision Deficiency, I'm still fascinated by how it works.
Thanks for adding this to the Guide. That's, what? Three sections in there that I've got now? I'm actually going to make a more in-depth tutorial on designing things to better accommodate Color Vision Deficiency at some point later. Until I do, though, linking people here would be amazing!
As for the film director thing... just don't do the lazy color filter thing that I see done in EVERY MOVIE nowadays and you'll be fine.
I guess this color blindeness discussion has now get at it's top. And for guys who didn't understand the idea of this, those packs are only vanilla edits:mellow:
There is exactly ONE texture in this pack, the pack.png. The rest are shader programs used by the game. You can use them with absolutely any resource pack. For example:
Thanks for adding this to the Guide. That's, what? Three sections in there that I've got now? I'm actually going to make a more in-depth tutorial on designing things to better accommodate Color Vision Deficiency at some point later. Until I do, though, linking people here would be amazing!
As for the film director thing... just don't do the lazy color filter thing that I see done in EVERY MOVIE nowadays and you'll be fine.
ACTUALLY, this is your 4th contribution to the guide. There is a link right before the Table of Contents which says "'Special Thanks' and 'Why I Decided to Update Steelfeathers' Guide'". That will lead to a comment that has the reason why I decided to update Steelfeathers' Guide & has a list of people that have made contributions to the guide, helped me with the guide (like for correcting misinformation), or stuff that I have found helpful to the creation of Texture Packs & decided to add to the guide. I also listed how those people helped me out & why they should be thanked. You currently have 4 (including this one, as I updated it before typing this comment).
You are currently tied with Steelfeathers for the most reasons you should be thanked. But Steelfeathers only (currently) holds 2 real contributions to the guide (For creating the Original All-Inclusive Guide to Texturing & for letting me update her guide), while all 4 reasons you should be thanked are actual contributions to the guide.
If you are going to make a more in-depth tutorial on this page that's fine. If you are going to make it on a different page, PM me the link & I will also add that to the Guide as well. Still, thanks for creating stuff that are helpful for the Texturing Community.
Film Director: I plan to make the movie to look as close as possible to the idea I have in my head. But in a few of my movies, there are some characters that are color blind & there are some scenes that show what they see through their perspective.
The color filtering that you are referring to is probably the color correction that they do. They change the colors of the scenes to match the mood of the scene that is being displayed.
Film Director: I plan to make the movie to look as close as possible to the idea I have in my head. But in a few of my movies, there are some characters that are color blind & there are some scenes that show what they see through their perspective.
The color filtering that you are referring to is probably the color correction that they do. They change the colors of the scenes to match the mood of the scene that is being displayed.
No, I'm talking about where they put a filter over the whole darn movie to match the mood they're trying to create. It's difficult to find a movie anymore where there's anything even remotely close to a naturally colored scene. It's always done in post, too, rather than relying on intelligent lighting, set, and costume design to pull off the effect. It makes every movie look the same. War movies are gray. Surreal movies are green. BORING! It's like the bucket-fill of post-production color processing.
For examples of this same concept done WELL, look a the movie Hero where the colors used in the costume design and the location choices reflect the color scheme being used, and are a big part of how the story is being told. Another good example that I like is Kung Fu Panda where the brilliant people at Dreamworks not only used colors to reflect a mood, but also to reflect particular themes within the story. Listen to the commentary track on the DVD if you want a great education in how to use colors properly in a movie. I learned more about how to light and color a scene from listening to that commentary than in a hundred hours of my Shading and Lighting class in college.
I'm glad part of the topic is color perception so this wonderful discussion can go on without being off-topic.
Also a great idea to have it as part of the 'Guide to Texturing', markacashion.
I'm looking forward to giving this a whirl, but partly dreading just how bad my pack might look for some. However, being aware and educated is always a good thing...always.
I have problems getting all of them to work for some reason (it skips them sometimes), but what I take away from this is I need to do something with my stained clay. Everything else seems well-enough detailed that you don't really lose anything important.
Also a great idea to have it as part of the 'Guide to Texturing', markacashion.
I'm looking forward to giving this a whirl, but partly dreading just how bad my pack might look for some. However, being aware and educated is always a good thing...always.
Actually, you probably won't have much of a problem. Your texture work is always extremely detailed, and uses highlights and shadows very effectively. I think the worst you'll find is that a blinking light doesn't show up very well here or there.
I have problems getting all of them to work for some reason (it skips them sometimes), but what I take away from this is I need to do something with my stained clay. Everything else seems well-enough detailed that you don't really lose anything important.
Can you post a session log so I can see what's going wrong?
As for the stained clay... yea... anything where the title of the block is "{color} {material}" is most likely going to be an issue in 80-90% of packs. Even in my own I generally go for "you can tell these two blocks are different if you look really closely" because it's honestly difficult to think of 16-17 different ways to make one material.
Can you post a session log so I can see what's going wrong?
As for the stained clay... yea... anything where the title of the block is "{color} {material}" is most likely going to be an issue in 80-90% of packs. Even in my own I generally go for "you can tell these two blocks are different if you look really closely" because it's honestly difficult to think of 16-17 different ways to make one material.
I'm pretty sure it's just me, actually. I woke up to a computer that wouldn't start, and finally got it going, but everything's still really cranky.
but yeah, like, my wool and my glass both seem to do all right, because they at least have borders. I just need to do something better with the stained clay, to give it some kind of definition, I think. It has the sort of detail that you only really see if you're looking right at it, but even far off, it looks totally bucket fill. Maybe I'll just sit down and come up with sixteen different sort of rocky sort of designs or something idk.
No, I'm talking about where they put a filter over the whole darn movie to match the mood they're trying to create. It's difficult to find a movie anymore where there's anything even remotely close to a naturally colored scene. It's always done in post, too, rather than relying on intelligent lighting, set, and costume design to pull off the effect. It makes every movie look the same. War movies are gray. Surreal movies are green. BORING! It's like the bucket-fill of post-production color processing.
For examples of this same concept done WELL, look a the movie Hero where the colors used in the costume design and the location choices reflect the color scheme being used, and are a big part of how the story is being told. Another good example that I like is Kung Fu Panda where the brilliant people at Dreamworks not only used colors to reflect a mood, but also to reflect particular themes within the story. Listen to the commentary track on the DVD if you want a great education in how to use colors properly in a movie. I learned more about how to light and color a scene from listening to that commentary than in a hundred hours of my Shading and Lighting class in college.
I'm glad part of the topic is color perception so this wonderful discussion can go on without being off-topic.
Ooohhh ok, I thought you talking about a different thing. Well the reason that they do that is because colors are related (in the human mind) to emotion (for example: red is related to hate, angry, & struggle; while green is usually related to nature & peace). For animated movies the colors are more bright & vibrant to make it seem more real &/or dynamic. In live action movies it's harder to communicate an emotion, so the color scheme is changed slightly. It's hard for me to explain why this can't be done in live action movies as it takes in many factors (some of them are due to cost restrictions), but still, I do agree that some movies now do change the color scheme way to much.
Also a great idea to have it as part of the 'Guide to Texturing', markacashion.
Thanks
The Guide is for the community & to help them out. I thought this would be helpful for the community to see how people with some form of colorblindness will perceive their texture pack.
I commend you on this.; This is really useful! I've already tried it with my pack and wow. It's already given me a few ideas on how to do a few color edits to make a few blocks a bit more distinctive.
Actually, you probably won't have much of a problem. Your texture work is always extremely detailed, and uses highlights and shadows very effectively. I think the worst you'll find is that a blinking light doesn't show up very well here or there.
Except I've just made my redstone torch fairly similar to my normal torch...seemed a good idea at the time for users to be able to make patterns with them, like coloured valves...but that might not be such a good idea now. I'll change it up some more so there are at least noticeable differences.
About This Pack :
This pack was created as a way of educating resource pack artists about color blindness, and the effects that their color choices have on a particular section of the human population. With the publication of this pack, I hope to raise awareness of Color Vision Deficiency in all its forms. I also hope that it will help to promote good design choices, both for resource packs and for design in general, that takes into account CVD and other ease of access measures.
I hope that this pack allows people with normal vision to walk a mile in the shoes of someone living with CVD... even if only for a few minutes in a video game.
How to Use This Pack :
Each type of Color Vision Deficiency has been assigned a number roughly equating to how common it is in the human population. Zero, normal vision, is the most common. Consult the images in the spoiler below to see the number associated with a particular spectrum of vision. To return to toggle between normal vision and a colorblind state once one has been selected, use the F4 key.
Types of Color Vision :
In a normal human, color vision is possible because of the three types of cone cells in our eyes. Each one percieves a fairly wide spectrum of light, roughly corresponding to the colors red, green, and blue. These three base colors of light mix together to create all of the beautiful hues and shades that most humans take for granted as being things that people see.
Before you think that humans have the best vision of all animals, though, take a look at the vision of butterflies. These creatures are tetrachromats, and can see ultraviolet light. If you really want to have your visual perception humbled, try standing next to the amazing Mantis Shrimp which has a whopping twelve different color receptors, putting our wimpy three receptors to shame. A normal human is colorblind in comparison to either of these fascinating creatures.
Deuteranomaly is the most common form of color deficiency there is. Like most forms of color vision deficient, it affects males more than females due to it being a sex-linked trait. Deuteronomy is characterized by the middle-wavelength (green) of the color spectrum to be shifted more towards the red end of the spectrum.
People with this type of color vision can still see green, it just looks very desaturated and more yellow to them. By the same token, the red end of the spectrum becomes diluted with green, causing it to move towards orange and brown as well. For this reason, Deuteronomy is sometimes referred to as "mild red-green colorblindness" since it presents similar challenges to those with Protanopia and Deuteranopia, the two forms of true red-green colorblindness.
While only about 6% of the male population has Deuteronomy severe enough to qualify as colorblindness, some experts say that a significant portion of men a very mind version of this. If you've ever been told you're not calling a color the right name, particularly if you're male, you might want to try an Online Color Test to make sure you're seeing what everyone else is seeing.
Deuteranopia, also called Daltonism after physicist John Dalton, is the most common type of red-green colorblindness. It is caused by an absence of the absence of the M cone in the eye, and thus the loss of ability to view Medium wavelength colors.
People with Deutranopia have trouble distinguishing shades of red, orange, yellow, and green. With the absence of the ability to see green, red simply fades into a variety of orange hues and cyan takes the place of some of the greens. Shades of blue are unaffected, except where they mix with red to make purple, which also can't be seen with this type of color vision deficiency.
Protanomaly is similar to Deutranomaly in that it's not a true form of "colorblindness", but in fact an issue with how colors are perceived. People with this type of color vision deficiency still see the color red, but perceive it as being orange due to a problem with the S cones in their eyes moving the Short end of the visible spectrum closer to green. Someone who can't tell the difference between red and orange, but gets the rest of the colors right, may have this disorder.
Protanopia is very similar to the other form of red-green color blindness, Deuteranopia. In fact the two are so similar that most people don't even make a distinction. There is one key difference, however: With Protanopia the Red end of the spectrum appears very dark, even to the point of appearing nearly black. This can be seen in the screenshot above where the bright red poppies appear to be a very dark shade of yellow approaching black.
Most commonly called "Blue-Yellow colorblindness", this is actually inaccurate to what's actually happening. Those with tritanopia lack the L-cones in their eyes, and thus don't have the ability to see blue light. The M-cone, green light reception, fills in a lot of that gap making the entirely of the green-cyan-blue spectrum appear in cyan while yellow is dropped almost completely into white. Red can still be viewed reliably, but without any blue spectrum to mix purple and violet just becomes pure red.
Tritanomaly is the blue-shifted cousin of the other two -omaly disorders. Like Protanomaly and Deuteranomaly, Tritanomaly shifts the high point of color perception towards a point somewhere between the Low and Medium frequencies of color. In other words, more towards green.
Those with this type of color vision deficiency see everything shifted slightly towards the lower end of the spectrum. Yellows become more orange, and oranges become more red. True greens become yellowed while most of the green spectrum becomes more cyan. This change makes it difficult to distinguish colors on both the high and low ends of the spectrum, while making the middle somewhat confusing.
When most people think of colorblindness, this is what they think of. This is unfortunate because complete colorblindness (monochrome vision) is one of the rarest forms of colorblindness there is.
When a person is achromatic, they have only a single type of cone in their eyes (or none at all) so they effectively see only a single color. This means that there are effectively three types of achromatopsia: L-only, M-only, and H-only. Each one appears different with the colors corresponding to the cone that they have appearing somewhat brighter than the rest of the spectrum.
There is also an extremely rare form of achromatopsia in which a person is born with no cones at all, relying entirely on the rods in the eyes for vision. That is, only the person's night vision. Affecting less that a thousand people worldwide, this type of vision deficiency makes normal light unbearably bright and severely limits the ability of the individual to see details.
Due to the rarity of these conditions the information regarding how people with these conditions see the world is severely lacking. This resource pack doesn't have an accurate filter for any of these as a result. Instead, this pack effectively using an advanced grayscale filter that uses a normal eye's sensitivity to colors as the basis for how it responds to color. If you have any information on exactly how people with any form of achromatopsia see the world, please post in this thread. I'd love to add accurate filters to this pack for every form of color vision deficiency.
The rarest form of color vision deficiency, this rare case is most commonly a transitional stage between normal vision and Achromatopsia where in that condition is brought about by a chemical change in the person's eyes or brain rather than a genetic condition. Achromatomally (reduced color vision) is most often brought on with the onset of Macular Degeneraton stemming from either aging or diabetus. It's also been linked to brain damage, drug abuse, and other rare non-genetic causes of color vision deficiency.
Videos:
License :
I, Alvoria, creator of this pack, hereby release it into Public Domain. I do so in the hope that it will be used to educate as many people as possible about the restrictions of Color Vision Deficiency, and promote excellence and accessibility in Resource Pack creation and graphic design.
Download :
Installation :
• After downloading the file, open Minecraft
• Click "Options..."
• From the Options menu, click "Resource Packs"
• Click "Open resource pack folder" at the bottom of the screen. This will open a folder on your computer.
• Move or copy the .zip file you downloaded from one of the links above into this folder. Drag and drop, copy and paste, or however else you prefer to move files
• Do NOT unzip the file.
• Close this folder, and return to Minecraft.
• You should now see "Sanity.zip" as one of the options in the Resource Packs menu on the left-hand side. You may need to exit and re-enter the Resource Packs screen.
• Hover over the icon and you should see a > arrow. Click it. This should move "Color Blind Shaders.zip" to the right-hand column. You can install this pack above any other pack you want to use to get the effect with your favorite resource pack!
• Click "Done" at the bottom of the Resource Packs menu.
• After a moment's wait, the textures should change.
• Enjoy playing Minecraft!
Questions and Answers :
This section is for supplemental information that you may be wondering about as you use this pack, whether for education or design:
A: I don't think it's possible to force shaders to affect the GUI elements. Or if it is, I don't know how to do it (I'm not the best coder). This was probably done to prevent the game from becoming unplayable and the options inaccessible when using some of the more bizarre vanilla shaders. If this is something you'd like to see corrected, tweet your favorite Mojangsta and ask them to change it in the next version of Minecraft. Link them here to let them know why!
Q: Are all of these shaders completely accurate?
A: I honestly have no way of knowing. All of the values I used are based on the same computational models used by tools like VisCheck which are considered to be accurate.
Q: How does this help people with color vision deficiency?
A: You know the saying "Walk a mile in another man's shoes"? That's what this does. A lot of normal sighted people have trouble understanding how people with color vision deficiency see the world. With one of these shaders active, a normal-slighted person can experience Minecraft in the way that a person with CVD does, facing the same challenges and so forth within the setting of the game.
Q: Is this EVERY type of colorblindness?
A: No. As stated below the entry for achromatopsia (total color blindness), complete color blindness actually has several variations that look different. Unfortunately, due to the rarity of achromatopsia, I can't find any hard numbers on how any of them work, and instead just used the numbers for wavelength sensitivity to create an "average" of them. I would like to add proper shaders for every type of achromatopsia, so if you have any information please let me know.
Q: Are YOU colorblind?
A: Nope. I have normal vision. As a designer and artist I'm fascinated with how people perceive color, which is why color vision deficiency is fascinating to me.
Q: Why do you refer to colorblindness as "Color Vision Deficiency" in most places?
A: Because not all forms of "colorblindness" actually make the afflicted "blind" to a particular color. All of the '-omaly' types, for example, just cause colors to be perceived incorrectly. This is an important distinction to make when talking about colorblindness, I think. Believe me, it's not because I'm trying to be Politically Correct. (I hate that PC garbage)
As for why I still use the more common term in the title... ease of searching.
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edit: The one on the left is magenta...
Putting the CENDENT back in transcendent!
True, however the same basic principles are used in both. The S, M, and L cones roughly correspond to perceiving what computers broadcast as Red, Green, and Blue... though obviously there are some dissimilarities.
For example red exists at both ends of the visible color spectrum, but each end is picked up by a different cone in the eye. As such, these aren't 100% accurate because the model I'm using doesn't make this distinction.Incorrect information redacted.A lot of what these do is artificially shifting hue values, bleeding channels together or dropping them out while using others to compensate for changes in brightness in a way that simulates vision. This is why, for example, protonopia and deuteranopia look very similar. Despite being different physiologically, they're both red-green colorblindness because of how the eye processes color.
I recommend reading the material at daltonize.org, which is where I got a lot of my reference material. Obviously I chose an easy way to do this (since I'm not a math genius), so what's written there doesn't completely reflect what's used here.
The idea isn't to get it completely perfect (there's literally no way to do this since everyone's vision is a little different) just to make something close enough that people will be able to understand the limitations of Color Vision Deficiency.
Some of the vanilla ones do for me too. These all work fine, however, so it might be worth a try.
I want to become a Film Director & I too am fascinated by how the eyes work & how color is perceived by people. While it will be hard to create movies/videos that accommodate people with Color Vision Deficiency, I'm still fascinated by how it works.
Not quite, atually. The visible light spectrum is a band, starting at red and ending in violet. Beyond red is infrared, which begins wavelengths to the left of the visible light spectrum that humans can't see, but many reptiles can. Beyond violet is ultraviolet, which begins wavelengths to the right of the spectrum that humans can't see.
The colour wheel consists of the visible light spectrum, but because it' turned a band into am wheel, something had to go between red and violet to make it a wheel, and that colour is minus green. Otherwise known as magenta. But magenta does not exist anywhere on the visible light spectrum. It's what you get if you take green away from all of the visible lights put together. Our eye needs something to fill that gap, and our brains decided on magenta.
Source:
Thanks for adding this to the Guide. That's, what? Three sections in there that I've got now? I'm actually going to make a more in-depth tutorial on designing things to better accommodate Color Vision Deficiency at some point later. Until I do, though, linking people here would be amazing!
As for the film director thing... just don't do the lazy color filter thing that I see done in EVERY MOVIE nowadays and you'll be fine.
There is exactly ONE texture in this pack, the pack.png. The rest are shader programs used by the game. You can use them with absolutely any resource pack. For example:
"Sanity" as a Tritanope.
Thanks for the information. I was misinformed. Not sure where I got that idea, to be honest, but you're right.
Guess these are more accurate than I thought they were.
ACTUALLY, this is your 4th contribution to the guide. There is a link right before the Table of Contents which says "'Special Thanks' and 'Why I Decided to Update Steelfeathers' Guide'". That will lead to a comment that has the reason why I decided to update Steelfeathers' Guide & has a list of people that have made contributions to the guide, helped me with the guide (like for correcting misinformation), or stuff that I have found helpful to the creation of Texture Packs & decided to add to the guide. I also listed how those people helped me out & why they should be thanked. You currently have 4 (including this one, as I updated it before typing this comment).
You are currently tied with Steelfeathers for the most reasons you should be thanked. But Steelfeathers only (currently) holds 2 real contributions to the guide (For creating the Original All-Inclusive Guide to Texturing & for letting me update her guide), while all 4 reasons you should be thanked are actual contributions to the guide.
If you are going to make a more in-depth tutorial on this page that's fine. If you are going to make it on a different page, PM me the link & I will also add that to the Guide as well. Still, thanks for creating stuff that are helpful for the Texturing Community.
Film Director: I plan to make the movie to look as close as possible to the idea I have in my head. But in a few of my movies, there are some characters that are color blind & there are some scenes that show what they see through their perspective.
The color filtering that you are referring to is probably the color correction that they do. They change the colors of the scenes to match the mood of the scene that is being displayed.
Ha ha. I forgot you added my little snipped about shading to that guide.
Very cool.
No, I'm talking about where they put a filter over the whole darn movie to match the mood they're trying to create. It's difficult to find a movie anymore where there's anything even remotely close to a naturally colored scene. It's always done in post, too, rather than relying on intelligent lighting, set, and costume design to pull off the effect. It makes every movie look the same. War movies are gray. Surreal movies are green. BORING! It's like the bucket-fill of post-production color processing.
For examples of this same concept done WELL, look a the movie Hero where the colors used in the costume design and the location choices reflect the color scheme being used, and are a big part of how the story is being told. Another good example that I like is Kung Fu Panda where the brilliant people at Dreamworks not only used colors to reflect a mood, but also to reflect particular themes within the story. Listen to the commentary track on the DVD if you want a great education in how to use colors properly in a movie. I learned more about how to light and color a scene from listening to that commentary than in a hundred hours of my Shading and Lighting class in college.
I'm glad part of the topic is color perception so this wonderful discussion can go on without being off-topic.
Also a great idea to have it as part of the 'Guide to Texturing', markacashion.
I'm looking forward to giving this a whirl, but partly dreading just how bad my pack might look for some. However, being aware and educated is always a good thing...always.
Actually, you probably won't have much of a problem. Your texture work is always extremely detailed, and uses highlights and shadows very effectively. I think the worst you'll find is that a blinking light doesn't show up very well here or there.
Can you post a session log so I can see what's going wrong?
As for the stained clay... yea... anything where the title of the block is "{color} {material}" is most likely going to be an issue in 80-90% of packs. Even in my own I generally go for "you can tell these two blocks are different if you look really closely" because it's honestly difficult to think of 16-17 different ways to make one material.
I'm pretty sure it's just me, actually. I woke up to a computer that wouldn't start, and finally got it going, but everything's still really cranky.
but yeah, like, my wool and my glass both seem to do all right, because they at least have borders. I just need to do something better with the stained clay, to give it some kind of definition, I think. It has the sort of detail that you only really see if you're looking right at it, but even far off, it looks totally bucket fill. Maybe I'll just sit down and come up with sixteen different sort of rocky sort of designs or something idk.
Yeah, it's the only thing about Shading for the guide that I have found & that is helpful.
Ooohhh ok, I thought you talking about a different thing. Well the reason that they do that is because colors are related (in the human mind) to emotion (for example: red is related to hate, angry, & struggle; while green is usually related to nature & peace). For animated movies the colors are more bright & vibrant to make it seem more real &/or dynamic. In live action movies it's harder to communicate an emotion, so the color scheme is changed slightly. It's hard for me to explain why this can't be done in live action movies as it takes in many factors (some of them are due to cost restrictions), but still, I do agree that some movies now do change the color scheme way to much.
Thanks
The Guide is for the community & to help them out. I thought this would be helpful for the community to see how people with some form of colorblindness will perceive their texture pack.
Well done.
Except I've just made my redstone torch fairly similar to my normal torch...seemed a good idea at the time for users to be able to make patterns with them, like coloured valves...but that might not be such a good idea now. I'll change it up some more so there are at least noticeable differences.