Opening any world with ray tracing activated and using a custom PBR resource pack will result in block shading and block reflections breaking.
Perfect mirror blocks no longer reflect anything + block shading is broken:
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Water reflections are still functional but any reflective block has broken reflections. In this example ice blocks have reflections that cut off in random places and seem to be affected by refraction in some form.
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Block shading is completely functional without ray traced lighting.
Ray Tracing On:
Ray Tracing Off:
There is no sign of this happening in any official marketplace maps.
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Steps to recreate:
1. Download a community-sourced PBR resource pack (This one for example)
2. Apply it to a world and observe results.
Attachments
Comments 9
I removed the "normal"
entry in netherrack.texture_set.json
and it seems to have resolved the issue, at the cost of being unable to use height maps of course.
This screenshot has almost all the non-netherrack textures removed from the pack so other blocks may look different between screenshots. Only glass and some emissive ones are also present.
The difference between the faces of the netherrack in the wall above the lava bucket are due to the roughness map which is still present and is very noticeable at different lighting angles. It transitions smoothly between angles now though.
This may be due to a change in beta 5 that split out normal channels from height channels. Mojang Staff will publish updated documentation on this quickly!
First part of the documentation is nwo updated: Minecraft RTX Beta Texture Set Documentation – Home
That definitely seems like that is the cause.
More info may be required though (hopefully cover in a later part eluded to above). I tried changing the "normal"
entry to "heightmap"
using the same image with the height map data in the red channel to get the height maps working again but this resulted in the netherrack texture completely failing to load and using a purple and black checkerboard pattern. I tried it with a greyscale (PNG) version of the image but the result was the same.
The documentation also has some inconsistencies. The second point for the "heightmap"
entry in the Layers section reads "This layer does not support uniform values in JSON (i.e. only supports reference to a texture)." but then a later example shows: "heightmap": "#7B"
. Same with "normal"
. The same image-only constraint is listed, but another example shows: "normal": [ 130, 135, 140]
.
Might also want to auto-format the examples. The indenting and spacing is all over the place. 😉
MADLAD, have the comments from Kasia resolved the issue?
I understand very little about how the technical side of RTX works and came across this report while looking for a report regarding some issues I've noticed in RTX.
Thank you for your report!
However, this issue has been temporarily closed as Awaiting Response
Is this still an issue in the latest version? If so, can you please add it to the affected versions (or mention it if you are not the reporter).
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Cleaning up old tickets: This ticket had been set to 'Awaiting Response', but has not received a response from the reporter (~3 months+) so is being closed as Incomplete. If you feel this is still a valid issue then please comment, or create a new ticket following the Issue Guidelines which includes steps to reproduce the problem.
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I am also experiencing this since 1.16.200.56. Everything looked fine before this update.
I am using the following resource pack since it's the only one that emissive textures seem to be working for: https://mcpedl.com/vanilla-rtx/
I've attached an image that shows Netherrack at sunrise. It seems to be greatly affected by the lighting angle, looking almost consistent at night. I believe this texture pack uses the original textures, just with added height (not normal), metallic, emissive and roughness maps.
[media]The Netherrack texture has non-flat height map data and, before this update, you could definitely see the effect of the height map where it caused "edge borders" between the larger 16x16 "pixels" that definitely gave them the indication of having different heights. This effect is also no longer present and it is back to a flat, sharp, 16x16 pixel appearance.
This may be related since the stone stairs (outlined in blue) have a flat RGB(127, 0, 0) height map and don't seem to be affected by this issue. Same with the white concrete (outlined in green) with RGB(0, 0, 0). Netherrack does also have a non-flat roughness map while the stone and concrete have flat roughness maps (170 and 200 respectively).
Metallic and emissive maps are 0 for all three.