mojira.dev

Patomosm

Assigned

No issues.

Reported

MCPE-227076 Non-conforming ore shimmer in Vibrant Visuals. Invalid MCPE-226655 Some texture variations are shown but others are not Unconfirmed MCPE-226208 Iron Golem PBR texture stays illuminated at night with RTX Invalid

Comments

Thank you. How do you detect such small differences? What do you use?... maybe so I could do it without wasting your time!

The above pack has “pbr capabilities” also.

I fixed the color of the water and consequently the transparency decreased. It seems that the problem of caustics has also improved.
The next update to my texture pack above will have these improvements.

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This is terrain_texture.json content:

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Ok, my mistake. I am the pack’s creator. I found an issue with iron golem texture bit-depth resolution.

Thanks.

Response:

You can download the texture-pack here.

As I described above, this is an issue related to an RTX texture-pack.

More clues: I used a custom texture pack with “raytraced capabilities” and "num_mip_levels: 1” and "padding: 6”.

Similar issue: Vibrant Visual does not show caustics correctly over the entire surface of the water and the surface is too transparent.

1_ Entered the world with Vibrant Visual ON - all quality options maxed - and looked at caustics; they were limited in distance and the water trasparency it's pretty good (although I would prefer less)

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2_ Changed graphic to Fancy, let chunks generate around me, then returned to Vibrant Visual - all quality options maxed - and looked at caustics; they were covering all the distance but the water trasparency is too much…

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