Sorry for the lack of replies everyone, I just finished my last semester at uni (hopefully ever) which was a lot more difficult than anticipated and I spent pretty much all my time exclusively on that. I also went to japan for a couple of weeks after that so been out of action for quite a while which was completely unintended.
I am still currently working on stuff and making good progress! I've been doing the new blocks (including the snapshots) while simultaneously going over old stuff to get it all at the same level of consistency and to update the colours and contrast of some older blocks where I still like the texture. I've also done a few more mobs and misc things like that but the focus is on the blocks to get an update out.
Currently I'd say I'm at about 75% there but I've got plenty of time now so I'm making a lot of progress everyday. Also now using aseprite (thanks for the suggestion, Muscar!) to finish up my animations. Takes a little longer but they look better in the end IMO. About halfway done with animating my new fire texture and then 80% done with kelp and tall sea grass.
(sandstone will change a little now that the top is used as its own block btw, going to make it smoother to fit buildings better)
Don't want to show everything off but there's a lot of new stuff which I'll let you all discover for yourselves when the update is finalised. I plan on eventually going over all the mobs too and redoing a lot of them but that's stuff to focus on in the future.
Anyway, I'll post an update every week with a lil snippet of what's been finished or worked on to keep me motivated and so everyone can see there's still progress being made.
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Hey Sildur, just want to, again, say thank you for the beautiful shaders throughout these many years. Thank you.
They have been a part of my Minecraft-ing since at least 2014. So, it's a small comfort to see them still worked on and have them in the newest version of minecraft.
Also, thank you for adding the smooth transition to the depth of feild. It's wonderful.
Hope things are well for you and continue to be so. Thank you again.
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Hey Sildur, I’d like to make some feature requests/suggestions, if that's alright.
I think some of this has been mentioned/asked before, but I’d like to suggest it again.
I like playing with the Depth-of-Field effect on because, well, it adds a sense of depth. But a small issue crops up when mining. The tools’ animation goes in front of the crosshair which causes the focus to rapidly go in and out of focus as you mine. So, I was wondering if you could you add a sort of smoothing to the focus change. This also could just be an all-around nice effect. It would be nice if the speed or amount of smoothing could be adjusted in the shader options.
I also like to play with the Distance Blur on, as it makes for a nice distance fog substitute (which is not present on the Vibrant Shaders). But one downside of using the Distance Blur option is you lose the changing focus that the normal DoF affect has, and thus some of the sense of depth you get for things that are close. You still get the sense of far away things being far, but you lose the effect of close things being close, if that makes sense. So, I was wondering if you could also add an option for the Distance Blur affect to behave like the DoF effect, in that when you look at things close to you, the distance blur also moves closer to you.
Thirdly, I was wondering if it was easily possible to make the sky come into focus when you look at it when using the Distance Blur affect. Some texture/resource packs have some really nice skies, and it would just be nice to be able to see them occasionally when using the distance blur. Maybe the distance blur effect reduces in amount depending on how far up into the sky you’re looking, so as not to just jump from being out of focus to being in focus (probably easier said than done).
(Side Note: Discovered the amount of blur is affected by the render distance, or at least the "Blur view distance" is. When the render distance is on the higher end, the sky is very blurry.)
Lastly, I’d like to ask if you could add some quality variables or options for the DoF effect in the Enhanced Default Shader. Right now, the effect looks a bit more like a smear, which I understand is probably far less “expensive”. But, If a system has the performance, It might be nice to have some options that would allow you to choose the amount of “fragments” and/or how many arms/directions there are in the blur, thus the quality (if I’m understanding it right or if it’s even a thing).
TL;DR :
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- A smooth transition between focus points for the DoF effect.
- A dynamic "blur view distance" option for Distance Blur.
- An ability for the sky to be in focus when looking at it using Distance Blur.
- A quality option for the DoF effect in Enhanced Default.
Thank you for your wonderful shaders and the time and effort you’ve put into them as well as your patience and support. I’ve been using your shaders for years (like 5+), and they have become standard shaders of mine. I very much appreciate it. They add quite a bit to the Minecraft experience. Thank you again.
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Hey SIldur! Just want to thank you for the great shader and the work you've put into it.
Thank you!
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Well, it's on CurseForge, so I would have to guess it'll continue to be updated there. Unless XSSheep has some other plan.
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Hey Sildur, just want to say thank you for the great shaders and the great continued support.
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Yeah, that probably will help.
Just to clarify, DoF works just fine, it's the Distance Blur option that doesn't appear to working properly.
I have a GTX 960, so I don't think it's the mentioned pascal issue.
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Did you install ModloaderMP? It's required too.