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MCPE-151923

Frogspawn renders incorrectly with RTX/ray tracing enabled

With the changes to the texture of Frog Spawn in the recent beta, it is now using a blending render method. This appears correctly without Ray Tracing, but with Ray Tracing all blending material blocks use refraction as well, so the renderer treats even the 0% opacity pixels as a surface instead of not rendering them. This leads to breaking the intended visuals of the block when Ray Tracing is on.

Steps to Reproduce:

  1. Create or apply a PBR resource pack to Global Resources that has the required texture set files for frog spawn (such as the ones I have attached), and open a world with the Wild Update experiment turned on.

  2. Place Frog Spawn and observe.

Observed Results:

The portions of the texture meant to be fully transparent act as a surface with RTX on and cause the block to appear incorrectly.

Expected Results:

Frog Spawn should only render the parts of the texture that aren't fully transparent as a surface.

 

One possible way to fix this would be to allow resource pack creators to control if a block that uses a blending material uses refraction or not, through a component in the blocks.json file. This would allow addon creators to create blocks with blending materials without inherently using refraction.

Here is a link to the PBR resource pack I used to demonstrate the issue:
https://www.mediafire.com/file/7rm4nmgtr57o2ys/Defined_PBR_1.1.7.mcpack/file

 

Linked issues

Attachments

Comments 1

I remember there was no problem about rendering frogspawn in version 1.18.12 (which was called tadpole egg then) with experiment features on.

MADLAD

(Unassigned)

707018

Confirmed

Windows

Windows 10 Pro Build 19044

RTX, frog-spawn, raytracing

1.19.0.31 Preview, 1.19.0.30 Beta, 1.18.30.27 Preview, 1.18.30.26 Beta, 1.18.20.28 Preview, ..., 1.18.20.21 Beta, 1.19.0, 1.19.30, 1.21.1 Hotfix, 1.21.51 Hotfix

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