![]() ![]() ![]() Added Raytracing > GI Responsiveness option.An experimental effect that attempts to make surfaces inside caves damp/wet. Added new option: Surface > Wet Caves Effect.When enabled, preserves details on surfaces at higher grazing angles. Added new option: Surface > Anisotropic LOD Bias.Lower values improve image stability and performance but can lead to lower resolution textures at distance and grazing angles Higher values increase detail in textures but can lead to instability, ghosting, and reduced performance. Added new option: Surface > Texture LOD Bias.Considers that mobs now require light level 0 to spawn, and doesn't look blinding and horrible anymore Reworked Utility > Visualize Dangerous Light Level option.This has been reworked/improved to not be based on where the player is, so moving in and out of caves no longer awkwardly enables/disables light leaking. This replaces the old light leak fix options previously found in Raytracing settings. Added new option: Lighting > Light Leak Fix.Added new option: Lighting > Candlelight Color Temp.Changed default torchlight color temperature.Fixed bug seen in the shading of blocks inside smooth reflections.Default water fog density is now 0, avoiding glowing water issues.Entities now have proper motion vectors and don't look awful under motion and contribute properly to motion blur!.Improved "HRR" tech: fixed blurring when quickly moving the view, improved stability and responsiveness, improved "Filmic" pixel look setting. ![]() Increased default diffuse and reflection ray lengths to accommodate 1.18's larger caves and world structures.Increased GI voxel data area size, allowing greater view distance for ray tracing effects.Reworked default tonemapping for an emphasis on a bright, vibrant look.Sea pickles and end rods now emit light.Candle lighting is based on the colors in the candle texture itself and how many candles are in a block.All blocks in 1.18.1 function properly, including new light sources: candles, glow lichen, and glow berries.Atmosphere, cloud, and outdoor lighting improvements: white balance adjustment to make sky bluer and sunlight less dingy, decreased cloud coverage directly overhead and increased coverage in the distance near the horizon, balanced cloud and sky colors so that ambient shadows aren't pale and washed out anymore when Clouds in GI is enabled.I hope you enjoy! Thank you so much for being so awesome! I've got some new ideas in that area and am looking forward to where new shader modding possibilities can take them! SEUS PTGI really needs a redesign at this point to be improved much further, which I have put some work into, but I'm mainly waiting for things to be a little more clear as far as where shader modding in general is going for Minecraft.Īs far as E13, its tech is super clunky and a better way of doing generalized ray tracing is likely to be possible fairly soon. This has a significant performance impact in comparison to HRR 2.1, keep that in mind! If you have performance issues, experiment with the Reflection Trace Length and Diffuse GI Trace Length settings. With the amazing new world generation, the short ray lengths and short ray tracing view distance that PTGI has gotten away with so far just won't cut it anymore! So, I've increased the area of the world around the player against which rays can be traced, as well as lengthened the default ray trace length settings. This one is all about Minecraft 1.18 compatibility. Surprise, and Happy Holidays! Here's a present for you! I hope you all have been doing well and staying safe! ![]()
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