Netherrack looks nice..although the POM map looks a bit low res. you know you can mix and match texture size you can have low res diffuse but high res normalmaps and theyll work perfect together
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Sushi Shaders - a fresh and (objectively/somewhat) realistic shader, approved by Past Life Pro, made by yours truly. Works on Mac OSX
Netherrack looks nice..although the POM map looks a bit low res. you know you can mix and match texture size you can have low res diffuse but high res normalmaps and theyll work perfect together
Yeah, I know I think the low res effect is caused by the shader POM quality setting rather than the texture size. But who knows ^^
By the way, what does each specular channel control?
I'm not quite sure myself sadly. Seems to differ from shader to shader, there's no real standard. Most shaders seem to only care about the red channel while e.g robobo1221's shader uses red for a kinda metallic look and green for shinyness I think. Like I said it's hard to find out without digging through all the shader code so I went for the same color information on every channel which seems to work for all of the shaders.
I'm not quite sure myself sadly. Seems to differ from shader to shader, there's no real standard. Most shaders seem to only care about the red channel while e.g robobo1221's shader uses red for a kinda metallic look and green for shinyness I think. Like I said it's hard to find out without digging through all the shader code so I went for the same color information on every channel which seems to work for all of the shaders.
Most of shaderpacks use greyscale maps for specular (also works with an RGB as you said with the red channel). The only shaderpack I know that use multiple channels is Continuum Shaders (1.2.2 PBR) which use Physically Based Rendering. Each channel make the difference between insulators and conductors (this is what PBR do in the industry).
You can look at my thread, to have more informations about that and screenshots.
actually i do think most shaders use red for intensity, green is unknown (rain reflections in SEUS), and blue for metalness. Sadly no one has a standard :/ Tried out this texture pack and its amazing! ill be using it to showcase my shader
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Sushi Shaders - a fresh and (objectively/somewhat) realistic shader, approved by Past Life Pro, made by yours truly. Works on Mac OSX
actually i do think most shaders use red for intensity, green is unknown (rain reflections in SEUS), and blue for metalness. Sadly no one has a standard :/ Tried out this texture pack and its amazing! ill be using it to showcase my shader
Thank you for using my textures ! Do not forget to give credit to the S&K Photo Realism creator, I have only made addons. Let my know when your shader will be released. If you want more informations about the channels here their are : Red is roughness/glossiness, the Green the metallic and the Blue is emissve. It Will be cool to have another shaderpack supporting PBR
(In Contiuum the shaderpack detect when there is rain and make all textures glossy so no channel is needed).
Do not also forget to put a link to my thread if you use screenshots with my addons
I have maybe made a mistake about what texture pack you are talking about, I was thinking you were the creator of the default improved.
I was talking about this one yes but i have tried yours as well! I believe Triliton showed me yours my shader is already released, im working on releasing V2. Pretty much all popular shaders automatically have rain reflections except for SEUS. Sometime i do plan to move to PBR, but in code its harder than making textures keep up the good work the two of you!
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Sushi Shaders - a fresh and (objectively/somewhat) realistic shader, approved by Past Life Pro, made by yours truly. Works on Mac OSX
It seems the reflections on ores and compressed ore blocks (and similar blocks) doesn't work properly with Sildur's shader 1.153 . Might be an issue with the shaderpack since SEUS works just fine.
Reflections are handled very differently by different shaders. SEUS for instance has hardcoded reflections for gold blocks and maybe others.
Wen i use this resource pack and activate parallax have this problem... any got a solution pls?¿ croma resource cant have this problem i see that on much blocks tipe stairs and slaps... pls help i love that resource.
Seems like a problem with the shaderpack and/or graphic drivers. You'll have to change the shaders or disable POM.
The lines in between blocks is the fault of the shaders, nothing to do with the texture pack. The other problem is youre using a PBR shader with a Non PBR texture pack
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Sushi Shaders - a fresh and (objectively/somewhat) realistic shader, approved by Past Life Pro, made by yours truly. Works on Mac OSX
Oh, well then. I guess I'll have a look at the shaders, however... I've been messing around with over 10 different texture packs today and this is the ONLY texture pack with this problem, and I have tested it with more shaders than the two examples I posted. I get that I may be missing something, but if I haven't figured it out after a full day of messing around it's just not worth the time for me. I only posted so the developer of the resource pack is aware of the problem, considering the shader packs I'm using are some of the most common ones. So there will be plenty of people with the same problem. For me, I've already found a different texture pack (R3D Craft) that's working flawlessly for now,
Like Strum355 said, the greenish lines on the parallax textures is caused by a wrong texture size setting in the shader. I believe the newest version of SEUS does have an option to choose the texture size. If this option doesn't match the texture size of the pack this will happen, so set it to 64. There's nothing I can do about the shaderpack just assuming a random texture size. I do believe it is impossible to check the texture size in the shaders itself so the best anyone can do is include an option in their shaders to adjust the texture size.
Great job on the pack !
Netherrack looks nice..although the POM map looks a bit low res. you know you can mix and match texture size you can have low res diffuse but high res normalmaps and theyll work perfect together
Sushi Shaders - a fresh and (objectively/somewhat) realistic shader, approved by Past Life Pro, made by yours truly. Works on Mac OSX
Yeah, I know I think the low res effect is caused by the shader POM quality setting rather than the texture size. But who knows ^^
what size texture is it? and what shader are you using for this?
Sushi Shaders - a fresh and (objectively/somewhat) realistic shader, approved by Past Life Pro, made by yours truly. Works on Mac OSX
64x, like the textures themselves. Testing with a modified KUDA shader most of the time.
hmm yea id make the normal maps higher res, 128 minimum probably. That said, x512 is beautiful too
Sushi Shaders - a fresh and (objectively/somewhat) realistic shader, approved by Past Life Pro, made by yours truly. Works on Mac OSX
By the way, what does each specular channel control?
Sushi Shaders - a fresh and (objectively/somewhat) realistic shader, approved by Past Life Pro, made by yours truly. Works on Mac OSX
I'm not quite sure myself sadly. Seems to differ from shader to shader, there's no real standard. Most shaders seem to only care about the red channel while e.g robobo1221's shader uses red for a kinda metallic look and green for shinyness I think. Like I said it's hard to find out without digging through all the shader code so I went for the same color information on every channel which seems to work for all of the shaders.
Most of shaderpacks use greyscale maps for specular (also works with an RGB as you said with the red channel). The only shaderpack I know that use multiple channels is Continuum Shaders (1.2.2 PBR) which use Physically Based Rendering. Each channel make the difference between insulators and conductors (this is what PBR do in the industry).
You can look at my thread, to have more informations about that and screenshots.
actually i do think most shaders use red for intensity, green is unknown (rain reflections in SEUS), and blue for metalness. Sadly no one has a standard :/ Tried out this texture pack and its amazing! ill be using it to showcase my shader
Sushi Shaders - a fresh and (objectively/somewhat) realistic shader, approved by Past Life Pro, made by yours truly. Works on Mac OSX
Thank you for using my textures ! Do not forget to give credit to the S&K Photo Realism creator, I have only made addons. Let my know when your shader will be released. If you want more informations about the channels here their are : Red is roughness/glossiness, the Green the metallic and the Blue is emissve. It Will be cool to have another shaderpack supporting PBR
(In Contiuum the shaderpack detect when there is rain and make all textures glossy so no channel is needed).
Do not also forget to put a link to my thread if you use screenshots with my addons
I have maybe made a mistake about what texture pack you are talking about, I was thinking you were the creator of the default improved.
I was talking about this one yes but i have tried yours as well! I believe Triliton showed me yours my shader is already released, im working on releasing V2. Pretty much all popular shaders automatically have rain reflections except for SEUS. Sometime i do plan to move to PBR, but in code its harder than making textures keep up the good work the two of you!
Sushi Shaders - a fresh and (objectively/somewhat) realistic shader, approved by Past Life Pro, made by yours truly. Works on Mac OSX
I imagine that it is not easy to code PBR
I only play with Continuum this explain why i have not noticed this on other shaders
Thank you, I will check your V2 when it will be released, your V1 is great !
Hey, can I use this texture pack in my Minecraft let's play? I'll give credits
See the main post please.
Reflections are handled very differently by different shaders. SEUS for instance has hardcoded reflections for gold blocks and maybe others.
Seems like a problem with the shaderpack and/or graphic drivers. You'll have to change the shaders or disable POM.
Wonderful pack! Thank you so much.
The lines in between blocks is the fault of the shaders, nothing to do with the texture pack. The other problem is youre using a PBR shader with a Non PBR texture pack
Sushi Shaders - a fresh and (objectively/somewhat) realistic shader, approved by Past Life Pro, made by yours truly. Works on Mac OSX
Have you adjusted the texture resolution setting in the shaderpacks themselves?
Sushi Shaders - a fresh and (objectively/somewhat) realistic shader, approved by Past Life Pro, made by yours truly. Works on Mac OSX
Like Strum355 said, the greenish lines on the parallax textures is caused by a wrong texture size setting in the shader. I believe the newest version of SEUS does have an option to choose the texture size. If this option doesn't match the texture size of the pack this will happen, so set it to 64. There's nothing I can do about the shaderpack just assuming a random texture size. I do believe it is impossible to check the texture size in the shaders itself so the best anyone can do is include an option in their shaders to adjust the texture size.
when will ther be for 1.11 ?