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MADLAD3718

MADLAD3718

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MADLAD3718 posts

BetterRTX - Gilded Graphics Early Access! (Pixelated Lighting!)

It's been a long time since I posted an update here, once again I'd like to thank all of you for your support during the last few months. After many hours of research and development, I've finally got an update worth building an incredible amount of hype for. So without further ado I'd like to announce BetterRTX's newest preset:

Gilded Graphics!

Gilded Graphics is a completely new take on the style of BetterRTX, introducing comprehensive changes to the entire style. Every aspect of lighting, down to the smallest details, now aligns with the pixel grid of the game! This system is entirely resource pack independent as well, adapting to the resolution of any resource pack (32x lighting for 32x packs!).

This preset doesn't lock lighting to just the block grid though. Unlike Vibrant Visuals, every aspect of lighting will align to the grid of the very surface it's illuminating. That means no matter the angle or position of surfaces like entities or blocks, light will align to every texture!

I've attached an .rtpack file you can use to install the preset. Simply run the installer command listed on https://bedrock.graphics/, and after selecting the Minecraft instance you'd like to install to (be that preview or the normal version), just drag and drop the file onto the installer window to install the preset.

Currently the best resource pack to use with the preset is the newest version of Defined PBR, which now supports all features in the Spring to Life drop and fixes all issues with toggling RTX on/off! It will be attached here as well, but the preset will still work with any other pack.

Feel free to post any screenshots, videos, or other content about the upcoming preset! I'm going to be using a closed early access program to gather essential feedback before the preset goes public. If anyone asks, be sure to mention that more news on getting into the early access program will be released on the Minecraft RTX discord. Enjoy the new update, and be sure to let me know your thoughts here or on the Minecraft RTX discord.

*The pack addons for Defined PBR are still coming, sorry for the delays! Fow now all of the older addons except the fog ones (Cinematic/Subtle) are likely working well.

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Defined PBR - The Remaster Update Full Release!

Today is the day BetterRTX 1.3 is releasing, and with it finally comes the massive remaster update to Defined PBR! The journey of remaking almost every texture in the resource pack was definitely a long one, but the quality of PBR textures in the pack is higher than ever before!

Thank you all for supporting this project and its ongoing development! Here's a list of notable changes from the previous version:

PBR Textures
 - Completely remastered all PBR textures in the resource pack.
 - Added PBR textures for 1.21 blocks, and the Garden Awakens blocks.
 - Implemented fixes for Frogspawn and Copper Grates incorrectly behaving like Glass.
 - Adjusted door textures to account for BetterRTX door brightness fix.

Volumetric Fog
 - Added unique fog configurations for most biomes in the game.
 - Redesigned old fog configurations for the new BetterRTX update.
 - Added a custom fog configuration for The End with BetterRTX.

Entities
 - Implemented the new Magma Cube texture format.
 - Fixed rendering issues with Wolves after the Armoured Paws update.
 - Fixed rendering of The Creaking's various geometry bones.

UI
 - Updated the RTX render distance error to only appear at 24 chunks, and warn against potential chunk rendering issues.
 - Reimplemented the Vsync dropdown into video settings.

I would have attached screenshots of the new textures, but there really are just too many of them to account for! Instead, I'll be attaching a recreation of the gamescom 2019 Minecraft RTX demo world for you to see the new changes in! Please enjoy the new update, and be sure to install the new BetterRTX update as well. A lot of great features and fixes have been added, which will all be listed in the Minecraft RTX discord.

Additionally, I opted to release the update as soon as it was ready with BetterRTX. You can expect them to be published here fairly soon!

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Defined PBR - The Garden Awakens Update

The pale garden drop has finally released, and with it comes a new Defined PBR update with support for the new blocks and the Creaking!

I've fixed rendering issues with hanging pale moss as well, preventing the texture from mirroring when using RTX. Aditionally, I've adjusted the Ray Tracing render distance warning to only trigger at 24 chunks or above, and include a much more useful warning message. This more accurately describes the issues that arise from potentially overloading the chunk buffer at high render distances.
The Creaking has had it's rendering issues completely solved as well, along with emissive entity support with BetterRTX!

Speaking of BetterRTX, I've been working on finalizing the feature set for the 1.3 version update. I'm going to be attaching another rtpack archive for this new version just as before, where you just need to drag the file onto the installer GUI to install. Here's what's changed:

  • Enchanted items and armour will now emit light on the surrounding environment.

  • Held items and first person hand will no longer cast a shadow from point lights.

  • Emissive entities now support colour tinting for their emission colour. After this change, experience orbs should now emit green light!

  • Blocks and entities that incorrectly act like glass and refract light have now been fixed. Copper grates and frogspawn are among the blocks that have been fixed. However, these surfaces now experience backface culling. I'm curious to know if you find this tradeoff to be acceptable!

Finally, in addition to supporting the new pale garden features, this update to Defined PBR includes further progress in remastering all PBR textures. Over 400 textures have been improved in this update, including all logs and their variants, all planks, diorite and granite, redstone blocks and dust, prismarine, bamboo, terracotta and more!

I'm eager to hear your feedback on everything that's changed, especially on the new block fix in BetterRTX! You can find all of the files you'll need to test it all out attached to this post.

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Defined PBR - A Complete Stylistic Revision

All of my recent work on both BetterRTX has been working towards creating an experience close to the experience provided by the original Minecraft RTX demos way back in Gamescom 2019, and even the original Xbox Series X demo that was revealed so long ago. My previous Defined PBR post was focused on publishing the results of the PBR texture rework, and this post will serve to finally publish the other half: the fog revision and BetterRTX update!

I've been working with another PBR texture pack creator in the community to design a new BetterRTX preset that attempts to be a faithful to the original Minecraft RTX demo on the Series X as possible, since it clearly exhibited a completed art style that was unfortunately never released. I believe we have just about nailed our visuals, but I'm eager to here feedback from you all!

This update also brings new features and improvements to BetterRTX along with the art style changes. First of all, one of the most immediately noticeable things you'll find in the above screenshots is the render distance of the clouds! I've increased it way past the original cutoff distance, leading to a much better visual experience throughout the overworld. Additionally, the transition between sunlight and moonlight during sunset/sunrise has been improved too! The sunlight will now fade out, letting the moonlight fade in just after. Although there are no more noticeably instant transitions between the two light sources, keep in mind that this unfortunately cannot fix the issues with the irradiance cache reset (it does mitigate the issue though!).

There have been a range of improvements to the water configuration, and a new feature is available to creators: resource pack-driven end lighting configuration! Previously BetterRTX used hard-coded values, but now reads directly from those in the resource pack fog config. Already this makes the mod compatible with many addons and resource packs that use specific end fog values, matching their intended visuals. You'll soon be able to find the new preset in the installer, labelled BetterRTX: Experimental 1.3, but for now I've included a file you can simply drag and drop onto the installer to install!

I'm excited to hear what everyone thinks of the changes (especially to the default fog values)! I'll be releasing the additional resource pack tweaks sometime later after they are sufficiently updated, so consider this a preview into what will become the default BetterRTX + Defined PBR experience!

Once again, thank you all for supporting me throughout development, it has been invaluable!

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Sunbeam - First Playtesting Release

This is Sunbeam, an addon that reimpliments some of Minecraft's sunlight-based mechanics to more accurately reflect advanced lighting! Currently the major featureset implemented is an entirely new system of burning hostile mobs in daylight, which perfectly reflects the propogation of sunlight in BetterRTX! If you have BetterRTX installed with this addon, mobs will only burn in daylight if they actually enter sunlight, and won't otherwise. I'd love to hear about other potential features you'd like to see implemented, so once again be sure to leave that feedback in the comments of the post, as well as mention any issues you may be encountering.

Update - October 10th @ 1:33am EST: Added settings slider with support for the Infectious and Interstellar BetterRTX presets.
Update - October 21st @ 12:03am EST: Added functionality to trace sunlight through glass blocks and panes.

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RTX Falling Blocks Fix - Playtesting Release

I've finally released my fix for falling block visibility in RTX! As it is with the candles fix, this addon is completely stable and requires no experimental features to use! Be sure to leave your feedback and any issues encountered here in the comments of this post.

Update - October 7th @ 10:07pm EST: Fixed issue that prevented detection of falling red sand.

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RTX Candles Fix - Playtesting Release

This addon finally fixes candles for use with RTX! Along with it I'm launching a new resource pack tweak that introduces differently coloured lights to each colour variant of the candles.

The system this addon uses to upgrade previously generated worlds has been in the works for many months and at this point has finally been refined enough to a level of optimization I am satisfied with. Optimizing individual candle block replacements for custom ones in a massive range around every player was quite the undertaking!

Best of all, the addon is completely stable. No experimental features are necessary! As always, be sure to report any bugs or issues, and post your screenshots and feedback in the addon's upcoming forum channel on the Minecraft RTX discord if you're a member. Enjoy the addon! 

Update - October 10th @ 2:24am EST: Improved addon performance on bedrock dedicated servers and fixed issues with candle silk touch loot.

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Defined PBR - Total Remaster, Armored Paws & Future Plans

Over the last several months I've been working hard on strictly defining a consistent design philosophy for every single PBR texture in the game. Basically every texture in the pack has has been through some sort of remastering/remaking process. This update finally brings everything into a unified artistic direction, and I'm super excited for all of you to try it out!

I have also included support for the new wolf variants as well as wolf armour in this update!

As for the future, this next iteration of the pack is actually planned to release once I have built in native support for the new Deferred Rendering Pipeline. This will allow the pack to be properly utilized on hardware that doesn't support raytracing acceleration, while attempting to provide visuals as faithful to it's RTX version as possible. So far I've mostly completed PBR support for entity textures, so you can actually check it our for yourself in the preview versions! The breeze should also have all of its rendering bugs fixed with this update.

This post just counts as sort of an in-between update to the pack, so I'll only be attaching the main mcpack file for download. Over the coming months I'll finally be publishing my additional projects as well, so keep on the lookout for Chroma Tech, a new dynamic lighting addon, and if things turn out well I'll be publishing the discord proximity voice chat system as well!

As a final note, I've updated the BetterRTX presets for 1.20.80 compatibility, and you should be able to install them from the installer script just like normal. Be sure to leave any feedback on the new Defined PBR textures here!

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Defined PBR 1.2.0 Full Release!

Defined PBR is finally ready to update, with full support for Minecraft's Trails & Tales update! This release includes quite a few more features with regards to the early access one, so be sure to switch when you can!

With the full release version of this update, you'll see two major new features. Entity culling has now been disabled! Entities will no longer stop rendering when outside of the player view, which allows the light they emit to act fully in worldspace rather than screenspace! The decorated pot fix has been updated as well, to account for new texture scaling changes this version of the game has. The second major feature: Chiseled Bookshelves are now fully functional! After a bit of a research effort from a member of the Minecraft RTX discord a working fix method was discovered for the block, and has been implemented into Defined PBR for this update! With that said, here is the full changelog for Defined PBR 1.2.0:

General:
- Reduced total resource pack size by 50%

PBR Textures:
- Remastered PBR textures for nearly all existing nature blocks
- Added full PBR support for the new blocks in 1.20
- Increased emissivity of all Sculk blocks
- Tweaked Nether Portal emissivity
- Fixed custom End Portal material

Blocks:
- Fixed texture z-fighting issues with Decorated Pots
- Fixed Chiseled Bookshelf rendering issues
- Fixed Bamboo and Cherry Door brightness in RTX
- Fixed an issue with lava rendering in spectator mode with BetterRTX

Entities:
- Entities will no longer stop rendering when outside of the Player's view
- Added emissive entity support through BetterRTX
- Added support for Armour Trims
- Fixed an issue that prevented Allays from playing their dance animation
- Adjusted the Mooshroom's texture in order to remove excess pixels

Items:
- Fixed the colours used by the new spawn eggs introduced in 1.20

Particles:
- Bubbles particles are now partially transparent

Volumetrics:
- Added a very slight volumetric fog to the air by default

UI:
- Fixed and issue with coordinate/position localization that caused all coordinates to display as %c, %c, %c or similar with certain languages
- Updated the main menu panorama to match 1.20's new panorama
- Adjusted the Ray Tracing render distance performance warning threshold from 12 chunks to 24

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Defined PBR 1.2.0 - Emissive Entities and Trails & Tales!

This update to Defined PBR has been a long time in the making, especially with the recent work I did on co-leading development of BetterRTX, Bedrock's first ever Ray Tracing mod. For those of you who haven't already checked it out, BetterRTX replaces the existing Ray Tracing renderer with our modified reverse eningeer version that fixes tons of visual bugs and adds a bunch of new features at the same time! This update to Defined PBR brings closely-knit compatibility with one of the upcoming features I've been working on for BetterRTX: Emissive Entities!

In order to use the new emissive entity textures you'll need to install the experimental branch of BetterRTX, which you should find listed as an option in the installer automatically. If you don't already have the mod installer script you can get it here.

Now let's go over the rest of the changes to the pack. As is tradition, Defined PBR is getting a 1:1 recreation of the new 1.20 menu panorama with Ray Tracing:

All blocks included in the Trails & Tales update have gotten PBR textures as well, and with some research within the community I was also able to fully restore the Decorated Pot textures from their z-fighting issue! You can find the bug report here.

A ton of natural blocks have had their PBR textures remastered as well!

Improvements from this update aren't just in the textures - the overall resource pack size has been reduced by 50%! This improvement comes with zero compromizes as well. No features were removed in order to achieve the size difference! Resource pack loading should also be quicker due to this highly substantial improvement.

Finally, there have been a few entity rendering and UI fixes that have been implemeted. Allays can properly use their dance animation now, Mooshrooms have had their textures fixed, and Armour Trims should render now. The performance warning for Ray Tracing render distance has also been adjusted so that it only shows itself once the setting is set to 24 chunks instead of 12 or above.

Once again, thank you for supporting the Patreon! I'm hoping this update will provide you all with something worthy of the long wait you've had to endure for the last few months. More content is coming soon!

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Development Update - The biggest Minecraft RTX project ever made.

Since November 2022 I've been dedicating most of my development time towards what will become the biggest Minecraft RTX project ever created. It's required a lot of time and effort to make this project possible, hence my pseudo-hiatus. Unfortunately there isn't much more I can say about the project until we get closer to our release date, but it will be well worth the wait.

Aside from those news, I've also been working on updating the Candles Fix to include candle cakes, updating Chroma Tech and Dynamic Lighting, and creating a new Falling Blocks Fix addon for 1.19.70+ compatibility. You should see those posted on the patreon pretty soon.

Defined PBR is going to be getting a substantially expansive update pretty soon as well. One of the biggest improvements this update is bringing is an over 60% reduction in resource pack size, without removing any features! Most of this improvement comes from a new texture output format that I'm using to reduce the file size of every single material texture in the pack.

More fixes for Ray Tracing bugs are coming too! With some help from a user on the Minecraft RTX discord I've been able to fix all of the Decorated Pot z-fighting issues, which will lead to a much better experience using the new 1.20 features. It's still highly dissapointing that Mojang has officially decided not to fix the bug themselves, but the community has thankfully been able to outperform them in this case.

Aside from those features, nearly all nature blocks are getting remastered PBR textures to better suit them, and support for 1.20's new blocks will also be included. There's lots to be in anticipation for, but keep an eye out in a few weeks for the months long project I've been working on. The team and I are very excited to show this off to the community!

I'd like to thank all of you for sticking with the Patreon these last few months as well. Balancing University work with project development has become increasingly challenging these last few months and you all have significantly helped in making it possible. You are appreciated!

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RTX Candles Fix Addon - Early Access!

Ever since the moment Candles were added to the game over a year ago, they've never been able to properly display PBR textures. This led to a terrible visual experience whenever using them in game, but these issues can now be overcome! I've spent a lot of time creating an addon that is able to completely fix Candles with RTX!

At the most basic level, the addon works by replacing the vanilla candle block with my custom one. Through extensive work in the block behaviour files and with major assistance from the gametest scripting API, my custom candle replacement is a 100% accurate recreation of the original candle block! Here's an overview of the many features built into the addon:

Vanilla Candle Item Interaction Handling:
The addon will listen for player interactions with the original vanilla candle items, and cancel their original events in order to run my own. When you place a candle on a block, the gametest script will cancel the interaction and instead place the custom candle block in that location. Interacting with the custom candle block using a vanilla candle item will also cancel the placement event in order to instead add a candle to the custom candle block if possible.

Full Waterlogging Behaviours and Functionality:
Through using a combination of a waterlogged structure of the custom block and some advanced scripting code, my custom candles manage to perfectly recreate the waterlogging functionality of the original candle blocks. Interacting with the candle block using a water bucket will convert that item into an empty bucket, then replace the custom candle with a waterlogged structure of the item, disabling the ability to light the candle. When scooping up the water again, a raycast is used to find the exact block location the water is being scooped from and reactivates the ability to light the custom candle.


Compatibility With Old Worlds and Generated Structures:
Included in the scripting code is an optimized system that checks the chunks surrounding each player for any vanilla candles and replaces them with my custom candle block, but also perfectly matches the state of the vanilla candles that were replaced. This means that you can use the addon to fix candles on any world you like, whether newly created or being over 2 years old. This also results in seamless integration and conversion in structures such as the ancient city, which heavily rely on candles for lighting in many locations. Each time a chunk is checked, it is marked so that the conversion system will only look at new chunks. Everything runs only when absolutely necessary!

Other Addon Info:
You will need to use the following experiments to run the addon:

I'm super proud of this addon's perfect recreation of the vanilla candles, and the insane systems I've written to get it working as well as it does (It should even support other RTX resource packs as well!). Excited to see what you all will be able to do after finally getting working candles in RTX!

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Dynamic Lighting RTX - Full Release!

After several months of work making the addon as great an experience as possible, it's finally ready to release! With support for offhand torches, unque coloured lighting for each item, and full underwater functionality, there are so many things this addon provides!

Since the previous release of the addon here there's been some pretty substantial changes. Here's a list of them:

New Dynamic Lighting Features:
- Light placement has been completely rewritten
- Dynamic Lighting RTX is now fully compatible with Chroma Tech 2.0
- Lights will now be placed as close to the player as possible while remaining out of view
- Lights position offsets will react to player velocity to avoid being placed in front of the player's face

Added Blocks and Items:
- Sea Lantern, Nether Star, Eye of Ender, Sea Pickle, Lava Bucket, Bottle o' Enchanting, Dragon's Breath, Fire Charge, Echo Shard, End Crystal, Glow Lichen, Verdant Froglight, Ochre Froglight, and Pearlescent Froglight are now supported by Dynamic Lighting

Be sure to watch the video I've attached to the post for a rundown on the features!

You can craft an Offhand Torch, Redstone Torch or Soul Torch with the following crafting recipe:

Also, you will need the following expperiments turned on in order to use the addon:

This addon isn't designed to be used in multiplayer or in third person, due to how it handles dynamic lighting. It must be done through a custom block due to how PBR textures can only be applied to blocks in the current version of the game. If you run into any issues please let me know! I would love to see your feedback!

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Chroma Tech 2.0 - A complete overhaul!

Finally, after an entire month of work on rewriting many of Chroma Tech's functions into Minecraft's new GameTest framework, I can release this super massive update! There are so many improvements and feature additions in store, and I'm super happy to finally get this out for you all!

For those of you who aren't familiar with Chroma Tech, it is an addon that adds fully dynamically shaped RGB light strips to the game, craftable in survival and automatically connecting to other nearby light strips. With these light strips, you can also craft doors, trapdoors, fences, and fence gates!

What's new in 2.0:
There's been a massive amount of changes to how the addon behaves in every which way, mainly due to the heavy integration with the scripting API that I've worked on.
- Added custom sounds for all custom blocks
- Light Strips now require a supporting block
- Chroma Fences now only connect to full blocks
- Light Strip Doors now require a supporting block
- Tweaked the colours of the animated Chroma texture
- Light Strip pick collision now updates when it is a corner shape
- Light Strips will no longer make connections through full blocks
- Added language localization for all block names and How To Play pages
- Light Strip Doors can no longer delete the block above them when placed
- Be Right Back and Starting Soon signs can now be crafted with Mangrove Signs
- Added individual Light Strips, Trapdoors, Fences, Fence Gates and Doors for every stained glass colour
- Light Strip Doors, Trapdoors and Fence Gates will no longer have a delayed action on their first interaction
- Fixed an issue that caused the other part of doors not to break when one part was broken by a player in creative
- Chroma Tech now includes a supplementary resource pack that enables the Light Strip block geometry to render correctly, and will be applied automatially
- The behaviours for Chroma Light Strip and Chroma Fence connections have been completely rewritten using the GameTest framework, giving them significantly better performance

Specifically with the performance of blocks like the lightstrips and fences, in the previous version of Chroma Tech these blocks would update their shapes by checking several neighbouring blocks every single game tick. This means that every single light strip and fence block within simulation distance would run these updates 20 times per second, leading to a terrible in game experience once you placed enough of them. With GameTest, I've given their shape updating code a complete overhaul, providing them with much more advanced check logic and making them run only when necessary, leading to infinitely scalable performance. GameTest is what makes demo worlds as large as the one shown in the video possible to create!

Chroma Tech requires some experiemental features to be enabled to function properly, of which you can find a list of them here:

Included in this post is a download for the addon, as well as the demo world I created for the project (which will remain exclusive to this Patreon!). I hope the overhauled addon will lead to incredible builds from all of you who choose to install it!

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Defined PBR 1.1.8 - The Wild Update - Full Release!

After a few months of developing many parts of the pack, Defined PBR's next update is finally ready to be released! Some of the major features (as you might have seen in previous early access posts) include full 1.19 block support, fully functional fixes for the Warden, massive improvements to the water textures, remastered old heightmaps, and even a new 1.19 themed panorama!

First of all, here's the look of a few remastered blocks! I've given their heightmap  more definitive designs, and have converted the amethyst cluster materials to 16x16 to better fit within the resolution!

In total I have reworked or updated the materials and heightmaps for all of the blocks in this screenshot, bringing them much more true to vanilla visuals:

I have updated the main menu panorama to include the new Mangrove Swamp biome as well:

A lot of work went into fixing the various issues with the Warden's rendering in RTX, so I decided to create a direct comparison shot for my fix:

Here is some footage of the fixed Wardent I recorded a while ago, it is truly chilling to encounter when it displays correctly: https://youtu.be/dNJgwsoQu_o 

Here are some general screenshots I've gotten of the many new environments Defined PBr now supports:

As for the status of full entity PBR texture implementation, it will most likely be included in the next update to the pack. For now, here is the full changelog for this release!

Heightmaps:
- Improved Sculk, Sculk Vein, Sculk Catalyst, Sculk Sensor, Sculk Shrieker, Azalea, Flowering Azalea, Rail, Powered Rail, Detector Rail, Activator Rail, Big Dripleaf, Sunflower, Brewing Stand, Tnt, Slime, Hay Bale, Barrel, Logs, Cactus, Andesite, Concrete, Stripped Logs, Strippted Stems, Shroomlight, Basalt, Polished Basalt, Smooth Basalt, Dirt Path, Deepslate, Deepslate Coal Ore, Deepslate Copper Ore, Deepslate Emerald Ore, Deepslate Redstone Ore, Deepslate Lapis Ore, Deepslate Iron Ore, Deepslate Gold Ore, Deepslate Diamond Ore, Spore Blossom, Packed Ice, Tuff, Calcite, Red Mushroom, Brown Mushroom, Crimson Fungus, Warped Fungus, Sugar Cane, Cobweb, Soul Sand, Soul Soil, Endstone, Chorus Plant, Chorus Flower, Sponge, Wet Sponge, Turtle Egg, Monster Spawner, Dragon Egg, Gravel, Oak Leaves, Spruce Leaves, Birch Leaves, Jungle Leaves, Dark Oak Leaves, Acacia Leaves, Azalea Leaves, Flowering Azalea Leaves, Blackstone, Gilded Blackstone, Coal Block, Scaffolding, Glass and Grass Block heightmaps

Materials:
- Improved Sculk, Sculk Vein, Sculk Catalyst, Sculk Sensor, Sculk Shrieker, Amethyst Cluster, Large Amethyst Bud, Medium Amethyst Bud, Small Amethyst Bud, Tnt, End Frame Eye, Barrel, Warped Stem, Crimson Stem, Nether Wart Block, Warped Wart Block, Shroomlight, Smooth Basalt, Emerald Ore, Deepslate Emerald Ore, Polished Granite, Polshed Diorite, Polished Andesite, Spore Blossom, Flowered Azalea Leaves, Flowering Azalea, Calcite, Red Mushroom, Brown Mushroom, Crimson Fungus, Warped Fungus, Wet Sponge, Monster Spawner, Dragon Egg, Blackstone, Gilded Blackstone, Coal Block, Oak Leaves, Birch Leaves, Jungle Leaves, Dark Oak Leaves, Acacia Leaves and Spruce Leaves materials

Blocks:
- Fixed Mangrove Door brightness with Ray Tracing on
- Fixed top face of Sculk Shrieker rendering incorrectly
- Tweaked Ochre, Pearlescent and Verdant Froglight textures
- Heavily improved visuals and relfection quality of Water and Flowing Water
- Added PBR suppport to Reinforced Deepslate, Mangrove Planks, Mangrove Door, Mangrove Trapdoor, Mangrove Log, Stripped Mangrove Log, Mangrove Leaves, Mangrove Propagule, Mud, Muddy Mangrove Roots, Packed Mud, and Mud Bricks

Entities:
- Fixed all rendering issues with the Warden
- Fixed rendering issues with Warden and Allay Spawn Eggs
- Added PBR textures for several entities/block entities, which will be usuable in game once entity PBR support is implemented by Mojang

Pack Addons:
- Added Mangrove Leaves, Mangrove Log, and Bamboo to Luminosity
- Implemented Deepslate Coal Ore into Glowing Ores and Luminosity
- Added compatibility for Mangrove Swamp to Subtle Fog and Cinematic Fog

UI:
- Updated Main Menu Panorama
- Updated Create New World screenshot
- Reverted Spyglass Overlay to original size for intercompatiblity with both legacy and Ray Traced lighting

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Defined PBR 1.1.8 - Early Access!

Before I get into any of the great features in this release, I'd like to sincerely thank you all for becoming members of this Patreon. Thanks to you all and the greater community I've been able to upgrade my GPU from an RTX 2060 to an RTX 3060ti, which has already led to a much smoother and more responsive development experience. You are truly appreciated!

With the recent addition of many new features for 1.19 in both the release and preview versions of the game, I now have an early access release of Defined PBR ready to add full support to the new features! I've gotten a lot more features implemented verses the previous release here, so dive right in!

I've been able to nearly completely fix all of the Warden's rendering issues, and have even gotten the animation to work properly! Take a look:

I've uploaded a more detailed look at its animation here: https://youtu.be/dNJgwsoQu_o 

Next, I've added full PBR support to all of the new blocks added in the latest preview versions and in the experimental features!

I've also tweaked the Froglight textures so that they emit a much more coloured lighting verses their originals: 

I've added full Mangrove Swamp compatibility to the pack addons such as Luminosity and Cinematic/Subtle Fog as well:

Finally, I've added several more entity PBR textures, a few of which you can see here:

With this Early Access release I'll also be including "The Entity PBR Sandbox", which is the addon I've been using to preview all of the PBR textures I've been designing for entities. When you install the addon to a world, you'll find all of the custom blocks in the creative inventory. Interacting with them after being placed down will trigger a block state change, displaying a variant of the original entity. You will need all experimental features turned on for the addon to function at the moment (probably excluding custom biomes, but I haven't determined the exact details yet. best to be safe and turn on all of them).

Here is the full changelog so far for Defined PBR 1.1.8!

Heightmaps:
- Improved Brewing Stand, Tnt, Slime, Hay Bale, Barrel, Logs, Cactus, Andesite, Concrete, Stripped Logs, Strippted Stems, Shroomlight, Basalt, Polished Basalt, Smooth Basalt, Dirt Path, Deepslate, Deepslate Coal Ore, Deepslate Copper Ore, Deepslate Emerald Ore, Deepslate Redstone Ore, Deepslate Lapis Ore, Deepslate Iron Ore, Deepslate Gold Ore, Deepslate Diamond Ore, Spore Blossom, Big Dripleaf, Packed Ice, Tuff, Calcite, Red Mushroom, Brown Mushroom, Crimson Fungus, Warped Fungus, Sugar Cane, Cobweb, Soul Sand, Soul Soil, Endstone, Chorus Plant, Chorus Flower, Sponge, Wet Sponge, Turtle Egg, Monster Spawner and Dragon Egg heightmaps

Materials:
- Improved Sculk Sensor, Tnt, End Frame Eye, Barrel, Warped Stem, Crimson Stem, Nether Wart Block, Warped Wart Block, Shroomlight, Smooth Basalt, Emerald Ore, Deepslate Emerald Ore, Polished Granite, Polshed Diorite, Polished Andesite, Spore Blossom, Flowered Azalea Leaves, Flowering Azalea, Calcite, Red Mushroom, Brown Mushroom, Crimson Fungus, Warped Fungus, Wet Sponge, Monster Spawner and Dragon Egg materials

Blocks:
- Added PBR support to non-summoning Sculk Shrieker
- Fixed Mangrove Door brightness with Ray Tracing on
- Tweaked Ochre, Pearlescent and Verdant Froglight textures
- Added PBR support to Reinforced Deepslate, Mangrove Planks, Mangrove Door, Mangrove Trapdoor, Mangrove Log, Stripped Mangrove Log, Mangrove Leaves, Mangrove Propagule, Mud, Muddy Mangrove Roots, Packed Mud, and Mud Bricks

Entities:
- Fixed all rendering issues with the Warden
- Added PBR textures for several entities/block entities, which will be useable in game once entity PBR support is implemented by Mojang

Pack Addons:
- Added Bamboo to Luminosity
- Tweaked Coal Ore emissivity in Glowing Ores and Luminosity
- Implemented Deepslate Coal Ore into Glowing Ores and Luminosity
- Added compatibility for Mangrove Swamp to Subtle Fog and Cinematic Fog

UI:
- Updated Create New World screenshot
- Reverted Spyglass Overlay to original size for inter-compatiblity with both legacy and Ray Traced lighting

Happy trails, and make sure to leave any feedback or feature suggestions you'd like to see in the comments of this post!

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Development Update #2 - Entity PBR

It's been a while since my last update here, but I finally have a few things to show! First of all, I've been revisiting some of the old textures that I never considered fully complete, giving them specific shapes and styles where there wasn't before. Take a look:

These are just a few of the changes I've made, but I have more exciting features in development as well! I discovered that in RTX the first pixel in the End Portal texture controls its uniform colour, while specifically the fifth pixel controls its uniform material. Through this I was able to give the portal a slightly emissive rough metallic surface with a dark bluish green colour, leading to a look that heavily improves upon the initial perfectly reflective and black surface that was present before. What do you think? (I have also made the End Frame eyes emit light now, which I believe improves them by quite a lot)

Finally, the biggest feature that I've been working on for Defined PBR's next update is adding PBR textures for all entities. I've been creating an addon that uses custom blocks to emulate the shape of the game's entities in order to allow me to preview what PBR textures would look like on them. Once the update is out, if Mojang finally adds PBR texturing support for Entities Defined PBR will already be fully compatible with the feature. Here are some of the textures I've designed:

Finally, here is the current changelog for the in development version of the pack I have so far, and is attached to this post. A lot of what's been implemented so far is all subject to change, so feel free to suggest a change if you do end up trying it out!

Heightmaps:
- Improved Slime, Hay Bale, Barrel, Logs, Cactus, Andesite, Concrete, Stripped Logs, Strippted Stems, Shroomlight, Basalt, Polished Basalt, Smooth Basalt, Dirt Path, Deepslate, Deepslate Coal Ore, Deepslate Copper Ore, Deepslate Emerald Ore, Deepslate Redstone Ore, Deepslate Lapis Ore, Deepslate Iron Ore, Deepslate Gold Ore, Deepslate Diamond Ore, Spore Blossom, Big Dripleaf, Packed Ice, Tuff, Calcite, Red Mushroom, Brown Mushroom, Crimson Fungus, Warped Fungus, Sugar Cane, Cobweb, Soul Sand, Soul Soil, Endstone, Chorus Plant, Chorus Flower, Sponge, Wet Sponge, Turtle Egg, Monster Spawner and Dragon Egg heightmaps

Materials:
- Improved End Frame Eye, Barrel, Warped Stem, Crimson Stem, Nether Wart Block, Warped Wart Block, Shroomlight, Smooth Basalt, Emerald Ore, Deepslate Emerald Ore, Polished Granite, Polshed Diorite, Polished Andesite, Spore Blossom, Flowered Azalea Leaves, Flowering Azalea, Calcite, Red Mushroom, Brown Mushroom, Crimson Fungus, Warped Fungus, Wet Sponge, Monster Spawner and Dragon Egg materials

Blocks:
- Improved Water texture

Entities:
- In the process of implementing PBR textures for all entities, which will be usable in game when Mojang implements the feature.

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Defined PBR 1.1.7 Full Release

Firstly, I'd like to get an opinion on the future distribution of the pack, and there are three options:
1. Defined PBR should only have direct links on the Patreon
2. Defined PBR should have direct links available everywhere
3. Defined PBR should have direct links on both the Patreon and MCRTX discord, but still use Linkvertise on MCPEDL

Looking forward to your opinions on the matter, leave your thoughts in the comments!

Secondly, over the course of last two weeks or so I have been working to fix nearly every RTX rendering bug possible! This version of the pack should be the near-complete version of Defined PBR 1.1.7, so here is the list of new additions:

Villagers have been completely fixed! I've made their geometry render properly, as well as fixed the issues with their levels not displaying without the use of textures!

I've fixed the issues with Mooshroom's Mushrooms not rendering:

The Snow Golem's head will now render as a physical object instead of a particle:

All vanilla entities on featured servers will no longer appear completely black: (Mineplex for example)

Entities like the Enderman, Spider, Cave Spider and Phantom will now be affected by invisibility:

Spawn Eggs should no longer render as red and yellow:

And Firework Rockets should no longer render as completely black:

If you would like more details, here is the full changelog:

General:
- Compressed resource pack size down from 18MB to 5.8MB, heavily improving loading times and stability

Heightmaps:
- Improved Oak Log, Spruce Log, Birch Log, Acacia Log, Jungle Log, and Dark Oak Log heightmaps

Materials:
- Improved Lava, Magma Block, Gold Ore, Deepslate Gold Ore, Nether Gold Ore, Gilded Blackstone, Amethyst Cluster, Small Amethyst Bud, Medium Amethyst Bud, Large Amethyst Bud, Glow Lichen, Vines, Twisting Vines, Weeping Vines and Campfire materials

Blocks:
- Improved Honey Block opacity
- Improved Water texture opacity
- Fixed the offset faces on the Soul Torch block model
- Improved Light Blue, Blue, Cyan, Green, Brown and Pink Stained Glass colours
- Fixed Dried Kelp Block bottom using a reflective material instead of the intended one
- Fixed Light Blocks not emitting any light (Thanks to Moistcrafter for discovering this)
- Added PBR support for non-fancy leaves, Allow Block, Deny Block, Ochre Froglight, Pearlescent Froglight, Verdant Froglight, and Frog Eggs

Entities:
- Made tamed Cats cast full shadows
- Improved Slime outer layer opacity
- Fixed the errors with the Wither overlay texture
- Fixed Mooshroom mushroom visibility with Ray Tracing on
- Firework Rockets will no longer appear completely black
- Made Iron Golem cracks properly render with Ray Tracing on
- Prevented Drowned's head from Z-fighting with equipped helmets
- Fixed Horse base textures being completely black with Ray Tracing on
- Made Snow Golem's pumpkin render as a solid object instead of a particle
- Made the Tnt in the Tnt Minecart render as a solid object instead of a particle
- Fixed Leather armour colours applying to the entire horse instead of just the armour
- Fixed Villager and Zombie Villager clothing and geometry visibility with Ray Tracing on
- Made the Invisibility effect properly apply to Enderman, Spider, Cave Spider and Phantom
- Made the Command Block in the Command Block Minecart render as a solid object instead of a particle
- Fixed all issues with vanilla entities appearing completely black on certian servers (Mineplex, Mineville, Pixel Paradise, etc.)

Items:
- Fixed the appearance of the Axolotl, Frog, Glow Squid, Goat, Hoglin, Piglin, Piglin Brute, Strider, Tadpole and Zoglin spawn eggs 

Fog:
- Tweaked scattering of underwater fog to improve visibility
- Improved the scattering and absorption of volumetric clouds

Particles:
- Tweaked the opacity of Campfire Smoke and Block Destruct particles

UI:
- Updated to a faithful RTX version of the 1.18 menu panorama
- Tweaked the Spyglass overlay for better visibility and a look that more closely matches the original overlay

Languages:
- Added full localization for custom RTX blocks used in place of education edition blocks

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Defined PBR 1.1.7 - Early Access!

Since releasing Defined PBR 1.1.6 I and a few other texture artists have found ways to fix a myriad of rendering bugs with entities. I've implemented all of these fixes and more for the next version of the Resource Pack, so here is an overview of the currently added features. Attached to this post you'll find the early access version of Defined PBR 1.1.7, which will include all of the following features:

1. Compressed Resource Pack Size

Defined PBR is now only 5.6MB, which is a huge improvement over the previous version's 18MB. This should lead to much faster and more stable performance when using the pack.

2. Light Blocks now emit light with Ray Tracing on

Courtesy of MoistCrafter, we now have fully functional Light Blocks. They will now use point lights to emit light, so they will serve the exact same purpose that they do in the legacy lighting engine. The drawbacks of this change include having to change the block model and not being able to change the light level, but I consider it fully worth it with the new creative opportunities it provides!

3. Fixed rendering issues with several entities

I developed a method to restore Horse textures to their complete functionality again, as well as made tamed Cats cast a full shadow and even fixed the Wither texture overlay that's used in the second half of the fight. The Villager's biome and profession clothing has been fixed as well (this doesn't include their hats or levels unfortunately) courtesy of Alegzzis. 

4. Spyglass Overlay Improvements

I've improved the opacity of the Spyglass overlay texture to have a look more in line with the legacy lighting engine as well, to help with visibility.

Other features that have been added include PBR support for non-fancy leaves and frog eggs, tweaked volumetrics underwater and in clouds, and the faithful RTX recreation of the 1.18 panorama. Let me know what you think of the changes, and if you'd like something else to be added as well!

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Festive RTX - A Holiday Themed Resource Pack!

For the MCPEDL annual Christmas event, I have been working on a Christmas themed resource pack! All the terrain gets snowed over, all the leaves become evergreen coloured, christmas lights replace glow lichen, and mobs even wear santa hats!

Other features I've implemented include the Zombie wearing an ugly christmas sweater, strengh potions being replaced with Hot Chocolate, wheat being replaced with candy canes, and cookies being replaced with Gingerbread Men!

You can find a link to download the pack here: https://www.mediafire.com/file/5hqs8ko78tw8bpb/Festive_RTX_Early_Access.mcpack/file 

Finally if you would like to check out the world I used to create the showcase video, here is a link to that as well: https://www.mediafire.com/file/5wvals753kgnhma/Festive_RTX_Demo_World.mcworld/file 

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What I've been working on!

First of all I'd like to thank you all so much for choosing to become Patrons! It is something I really appreciate and am super grateful for.

I figured I would give you all a little development update on what I've completed recently and what's coming next! I'm pretty hyped for the type of future content that will be releasing soon!

What's new with Defined PBR?

There haven't been many changes for update 1.1.7 yet, but what I've gotten working so far has been pretty successful! I have converted the Soul Torch texture to 64x64, which seems to entirely fix the texture scaling issues its model would experience otherwise. Now the edges of the side textures will look connected to each other properly:

After looking at the colours of the campfire underground, I decided to tweak the light emitted by the block, which should provide a better visual presentation whenever anyone uses it: 

Using the Cheat Tables I have developed for the developer RTX settings (scroll down to see more about that) I was able to keep the in game exposure to a specific unchanging value. This allowed me to take the screenshots required for the new vanilla 1.18 panorama, since regardless of staring into the sun or not the exposure stayed the same. Here is a look at that: 

There are more changes planned down the line, and if there was ever something you'd really like to see implemented just let me know through leaving a comment here or through my discord (MADLAD#3718). Literally half of the things I have updated in the pack have all been done because of community feedback and suggestions!

What's going on with RTX Dynamic Lighting?

So far since providing the development version here I have implemented 5 new items (Glowstone Dust, Blaze Rod, Blaze Powder, Brewing Stand and Glow Berries), each with individually tuned colours and levels of light emitted when held. I've also redone where the dynamic light is placed around the player, so it should now more naturally fit in to places the player can fit in to. 

Some things I'd like an opinion on:
- Should I implement some sort of custom item that can be held in the offhand to emit dynamic light, and if so how would you like to see that implemented (custom recipe, vanilla or new item, etc.)?
- Should Redstone Ore emit light as well? Usually it only does this when placed down and interacted with, but I'd like to know if it would be preferred to emit light when held as well.

After these are addressed, Dynamic Lighting RTX should be good to go for release, and I will post here with the download about a week before it goes live on MCPEDL.

A way to easily change the developer RTX settings, as well as save and load your own preset automatically?!

Yup. Since February this year much of the effort in the technical community of the Minecraft RTX discord server has been spent using Cheat Engine to create an easily accessible method to change each and every one of the developer RTX settings in the game, and we have gotten really far since then! Yesterday I posted on the server the RTX settings Cheat Tables for the new hotfix version of the game, 1.18.2, and with it I launched a whole new preset save and load system! 

If you'd like to do this yourself, here is a general how-to on the setup:

1. Install Cheat Engine, a program that can edit the values stored by a program in memory. This video provides a safe way to do this: https://youtu.be/TXNOmRrTTts

2. Download and install the Cheat Table for the corresponding version of the game from the Minecraft RTX discord (which is where I distribute and regularly update the Cheat Tables, or you could download the most recent one I have attached to this post). Since the values change location every version, I have to update the Cheat Tables accordingly. You can join the discord here: https://discord.gg/eKVKD3c 

3. Once you have Minecraft open, open the Cheat Table file you downloaded with Cheat Engine, and click yes on the prompt to run the included script. This will attach Cheat Engine to the game, and you will now be able to change any of the developer RTX settings that are listed just by double clicking their values! 

4. To create a settings preset, go to "Table > Show Cheat Table Lua Script" in the Cheat Engine main window to open up the included script and read the tutorial commented in the code. 

As for the security of using Cheat Engine, hundreds of members on the Minecraft RTX discord have been able to safely use this on both servers and realms, as all of the options I have made available are purely client-side. 

Again, thank you all for becoming Patrons (I can't appreciate it enough)! I'm hoping this post was informative on all the things I've been developing, but if it wasn't then feel free to ask about anything in the comments, I'd love to help!

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RTX Dynamic Lighting Addon!

Over the course of the past few months I've been working on and off to create an RTX compatible dynamic lighting addon, so here is an early download for it!

Currently Implemented Features:
- Dynamic lighting (including full underwater functionality, as well as different light levels and colours) for all of the following blocks & items:
     - Beacon
     - Torch
     - Soul Torch
     - Redstone Torch
     - Lantern
     - Soul Lantern
     - Campfire
     - Soul Campfire
     - Glowstone Block
     - End Rod
     - Glow Inc Sac
     - Glow Item Frame
     - Amethyst Clusters and Buds
     - Crying Obsidian
     - Magma Block
     - Jack O' Lantern
     - Shroomlight

Current Limitations:
- May not respond well to tightly enclosed spaces
- May not respond fast enough to jumping while looking at specific angles
- Does not update fast enough to seamlessly transition in fast player camera movements
- The Sea Lantern will not be supported due to a game bug
- Is currently only compatible with the first person camera mode, since there is no explicit behaviour in place to change where the light source is placed when the player switches perspective.

Currently Planned Additions:
- Glowstone Dust, Blaze Rod, Blaze Powder, Brewing Stand and Glow Berries functionality
- Better Dynamic Lighting block placement
- Possibly adding custom offhand torches for use with the addon

Download link: https://www.mediafire.com/file/1ukom2ag2a6dupj/Dynamic_Lighting_RTX_Early_Access.mcaddon/file

For installation, you will need the "Holiday Creator Features" experiment turned on in your world for the addon to function.

Comment on this post what you would like to see implemented next and how you would like to see it improved before full release!

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The Definitive Update! Defined PBR 1.1.6 is now available!

This update includes improvements to nearly every texture in the entire Resource Pack! I discovered that when previously exporting my heightmaps from Photoshop a small bit of texture noise had been unintentionally added to them, so I took the opportunity to redefine the heights that most of the blocks used as well as fix the exporting issues. I also decided to remaster the general reflectiveness of non-metallic blocks to make sunset scenes look a lot less like plastic. On top of that, I've heavily improved the visual for many more particles and even fixed the issue with thrown projectiles being too large! Anyways, here are the direct downloads to everything and the absolutely massive changelog for the update:

All direct downloads: https://www.mediafire.com/folder/i0n9lvuqgiqui/Defined_PBR_1.1.6

General:
- Added entries for every texture included in the resource pack into a textures_list.json, allowing Minecraft to cache all of them to load them faster and more efficiently. You should expect better loading times in general!

Heightmaps:
- Improved Carrots, Dirt Path, Glow Lichen, Crying Obsidian, Basalt, Clay, Wet Farmland, Chain, Netherrack, Nether Gold Ore, Nether Quartz Ore, Crimson Nylium, Warped Nylium, Loom, Cobblestone, Mossy Cobblestone, Dark Oak Sapling, Acacia Sapling, Jungle Sapling, Birch Sapling, Spruce Sapling, Oak Sapling, Sugar Cane, Flowering Azalea, Flowered Azalea Leaves, Prismarine, Prismarine Bricks, Dark Prismarine, Smooth Stone Slab, Gilded Blackstone, Blackstone, Grindstone, Torch, Soul Torch, Redstone Torch, Lever, Snow, Brown Mushroom Block, Red Mushroom Block, Mushroom Block, Mushroom Stem, Jungle Door, Birch Door, Dark Oak Trapdoor, Acacia Trapdoor, Jungle Trapdoor, Birch Trapdoor, Melon, Scaffolding, Tripwire Hook, Rail, Powered Rail, Activator Rail, Detector Rail, End Rod, End Portal Frame, Note Block, Jukebox, Enchantment Table, Furnace, Blast Furnace, Smoker, Respawn Anchor, Lapis Lazuli Block, Block of Copper, Nether Reactor Core, Command Block, Chain Command Block, Repeating Command Block, Honeycomb, Hay Bale, Barrel, Crafting Table, Cartography Table, Acacia Log, Birch Log, Dark Oak Log, Jungle Log, Oak Log, Spruce Log, Crimson Stem, Warped Stem, Stripped Acacia Log, Stripped Birch Log, Stripped Dark Oak Log, Stripped Jungle Log, Stripped Oak Log, Stripped Spruce Log, Stripped Crimson Stem, Stripped Warped Stem, Nether Wart Block, Warped Wart Block, Lightning Rod, Polished Deepslate, Deepslate Bricks, Cracked Deepslate Bricks, Deepslate Tiles, Cracked Deepslate Tiles, Chiseled Deepslate, Cobbled Deepslate, Oak Wood Planks, Birch Wood Planks, Acacia Wood Planks, Dark Oak Wood Planks, Jungle Wood Planks, Spruce Wood Planks, Crimson Planks, Warped Planks, White Glazed Terracotta, Light Gray Glazed Terracotta, Gray Glazed Terracotta, Black Glazed Terracotta, Brown Glazed Terracotta, Red Glazed Terracotta, Orange Glazed Terracotta, Yellow Glazed Terracotta, Lime Glazed Terracotta, Green Glazed Terracotta, Cyan Glazed Terracotta, Light Blue Glazed Terracotta, Blue Glazed Terracotta, Purple Glazed Terracotta, Magenta Glazed Terracotta, Pink Glazed Terracotta, Brick Block, TNT, Redstone Repeater, Redstone Comparator, Stonecutter, Lectern, Composter, Bookshelf, Beehive, End Stone, Amethyst Block, Budding Amethyst, Amethyst Cluster, Large Amethyst Bud, Medium Amethyst Bud, Small Amethyst Bud, Lodestone, Rooted Dirt, Polished Blackstone Bricks, Cracked Polished Blackstone Bricks, Chiseled Polished Blackstone Bricks, Polished Blackstone, Polished Andesite, Polished Granite, Polished Diorite, Endstone Bricks, Daylight Sensor, Nether Brick Block, Chiseled Nether Bricks, Cracked Nether Bricks, Red Nether Brick, Smooth Stone, Chiseled Stone Bricks, Cracked Stone Bricks, Mossy Stone Bricks, Stone Bricks, Quartz Bricks, Block of Quartz, Quartz Pillar, Chiseled Quartz Block, Smooth Quartz Block, Purpur Block, Purpur Pillar, Sandstone, Chiseled Sandstone, Smooth Sandstone, Cut Sandstone, Red Sandstone, Chiseled Red Sandstone, Smooth Red Sandstone and Cut Red Sandstone heightmaps

Materials:
- Improved Item Frame, Glow Item Frame, Carrots, Barrel, Crimson Nylium, Warped Nylium, Clay, Hay Bale, Wet Farmland, Bamboo Stem, Bamboo, Chain, Fern, Large Fern, Wither Rose, White Tulip, Red Tulip, Pink Tulip, Orange Tulip, Poppy, Oxeye Daisy, Lily of the Valley, Azure Bluet, Dandelion, Cornflower, Blue Orchid, Allium, Sunflower, Lilac, Rose Bush, Peony, Netherrack, Nether Quartz Ore, Nether Gold Ore, Magma Block, Note Block, Jukebox, Rail, Powered Rail, Activator Rail, Detector Rail, Ladder, Scaffolding, Grindstone, Torch, Soul Torch, Redstone Repeater, Redstone Comparator, Lectern, Composter, Loom, Bookshelf, Beehive, Lodestone, Oak Door, Dark Oak Door, Jungle Door, Spruce Door, Birch Door, Acacia Door, Crimson Door, Warped Door, Oak Trapdoor, Dark Oak Trapdoor, Jungle Trapdoor, Spruce Trapdoor, Birch Trapdoor, Acacia Trapdoor, Crimson Trapdoor, Warped Trapdoor, Cobblestone, Mossy Cobblestone, Brewing Stand, Dark Oak Sapling, Acacia Sapling, Jungle Sapling, Birch Sapling, Spruce Sapling, Oak Sapling, Sugar Cane, Big Dripleaf, Small Dripleaf, Spore Blossom, Azalea, Flowering Azalea, Podzol, Oak Leaves, Spruce Leaves, Birch Leaves, Jungle Leaves, Acacia Leaves, Dark Oak Leaves, Azalea Leaves, Flowered Azalea Leaves, Cobbled Deepslate, Polished Deepslate, Chiseled Deepslate, Deepslate Bricks, Cracked Deepslate Bricks, Deepslate Tiles, Cracked Deepslate Tiles, Lightning Rod, Oak Log, Spruce Log, Dark Oak Log, Birch Log, Acacia Log, Jungle Log, Stone Bricks, Mossy Stone Bricks, Cracked Stone Bricks, Chiseled Stone Bricks, Obsidian, Crying Obsidian, Glowing Obsidian, Nether Reactor Core, Enchanting Table, Dragon Egg, Prismarine, Prismarine Bricks, Dark Prismarine, Crimson Stem, Warped Stem, Shroomlight, Snow, Powder Snow, Smooth Stone, Smooth Stone Slab, Blackstone, Polished Blackstone Bricks, Cracked Polished Blackstone Bricks, Chiseled Polished Blackstone Bricks, Polished Blackstone, Brown Mushroom Block, Red Mushroom Block, Mushroom Block, Lily Pad, Melon, Pumpkin, Carved Pumpkin, Jack o'lantern, Respawn Anchor, Command Block, Chain Command Block, Repeating Command Block, Cracked Polished Blackstone Bricks, Cracked Stone Bricks, Cracked Nether Bricks, End Portal Frame, Amethyst Block, Budding Amethyst, Amethyst Cluster, Large Amethyst Bud, Medium Amethyst Bud, Small Amethyst Bud, Grass Block, Dirt Path, Oak Wood Planks, Birch Wood Planks, Acacia Wood Planks, Dark Oak Wood Planks, Jungle Wood Planks, Spruce Wood Planks, Crimson Planks, Warped Planks, Gilded Blackstone, Monster Spawner, Anvil, Crafting Table, Fletching Table, Smithing Table, Cartography Table, Note Block, Jukebox, Furnace, Blast Furnace, Smoker, Dropper, Dispenser, Piston, Sticky Piston and Observer materials

Blocks:
- Tweaked the opacity of Ice
- Increased the visibility of Flowing Water
- Added a slight glow to potions when they are held in cauldrons
- Added PBR support for Sculk, Sculk Vein, Sculk Catalyst, and Sculk Shrieker
- Tweaked the brightness of Glow Lichen to better match the legacy lighting engine
- Improved emissivity of Fire, Soul Fire, Campfire and Soul Campfire to reduce the visual noise caused by the animated texture
- Updated to the new 1.18 Glass Pane, Barrel, Carrots, Cartography Table, Cocoa, Dirt Path, Dark Oak Log, Iron Door, Lectern, Oak Door, Spruce Planks, and Stripped Dark Oak Log block textures

Items:
- Updated to the new 1.18 Item Frame, Glow Item Frame, Door and Sign item textures
- Added PBR support for all basic tools for addon compatibility and for future use once Ray Tracing is updated

Fogs:
- Improved the colours of the underwater fog
- Added specific underwater fog colours for the swamp
- Improved the brightness and colour of distance based fog in the Nether

Particles:
- Tweaked the opacity of rain particles
- Fixed the scale used by thrown projectiles
- Made the snow, mob death smoke and critical hit particles partially transparent
- Made several particle's opacities be governed by an exponential decay. This means that as the smoke gets closer to the end of its lifetime it will start to lose its opacity quicker.

Pack Addons:
- Added custom Nether fogs to Cinematic Fog and Subtle Fog
- Improved the look of Cinematic Fog and redid the look of Subtle Fog
- Implemented Glazed Terracotta into Glowing Terracotta and Luminosity
- Made Coal Ore emit a slight amount of light in Luminosity and Glowing Ores
- Decreased the amount of light that the Terracotta in Glowing Terracotta emits
- Implemented Sculk, Sculk Vein, Sculk Catalyst, Sculk Sensor, and Sculk Shrieker into Luminosity
- Fixed all issues with air fog rendering improperly when underwater in the Subtle Fog and Cinematic Fog pack addons

UI:
- Updated to a 1.18 themed main menu panorama
- Made the settings background slightly transparent
- Fixed an issue with the item label text being in an incorrect position after armour is equipped
- Resized and improved the spyglass overlay in RTX to match vanilla scaling and appearance

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