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2.1 Glass reduces intensity of emitters significantly #608
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Scene |
@aTom3333 We would need to remember that the ray already hit a glass block of that color ( Refraction shouldn't be affected by this change. 🤔 It works fine for e.g. slime blocks which also use local intersection. By the way: |
If EDIT: I've experimented a bit with removing that if condition and I'm correctly getting refraction (and that emitter light reduction bug) no matter the value of
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tested on 2.4.3 |
* fix translucent coloring * Add Redox's code for emitter lighting (fix #608) * Create a method (translucentRayColor) for code that was previously duplicated * Bring more of the duplicated code into translucentRayColor * Remove Redox's fix for #608, additional testing needed * Cap each color's transmissivity at 1 Example: RGBA = 0.8, 0.35, 0.05, 0.2 Uncapped transmissivity RGB = 1.6, 0.7, 0.1 Capped transmissivity RGB = 1, 0.775, 0.625 * Extract transmissivity cap from formula into a constant (for future configurability) Also, select the highest transmissivity value properly this time * improve translucent coloring * Create a method (translucentRayColor) for code that was previously duplicated * Bring more of the duplicated code into translucentRayColor * Cap each color's transmissivity at 1 Example: RGBA = 0.8, 0.35, 0.05, 0.2 Uncapped transmissivity RGB = 1.6, 0.7, 0.1 Capped transmissivity RGB = 1, 0.775, 0.625 * Extract transmissivity cap from formula into a constant (for future configurability) Also, select the highest transmissivity value properly this time * block half-ish of the light on the diffuse pass and another half-ish on the translucent pass (actually 1 - sqrt(1-x)) * Add a slider for `Transmissivity cap` value - Added a slider for the `Transmissivity cap` value with range [1, 3]. - Added a `group-label` CSS class for group labels. * Move `Transmissivity cap` to the `Advanced` tab * Ensure that total energy is never amplified, even when transmissivityCap > 1. * you just got vectored * Revert changes to MaterialsTab.java `Transmissivity cap` had been moved to the `Advanced` tab, but other changes to the `Materials` tab were not reverted then. --------- Co-authored-by: Peregrine05 <[email protected]>
* fix translucent coloring * Add Redox's code for emitter lighting (fix chunky-dev#608) * Create a method (translucentRayColor) for code that was previously duplicated * Bring more of the duplicated code into translucentRayColor * Remove Redox's fix for chunky-dev#608, additional testing needed * Cap each color's transmissivity at 1 Example: RGBA = 0.8, 0.35, 0.05, 0.2 Uncapped transmissivity RGB = 1.6, 0.7, 0.1 Capped transmissivity RGB = 1, 0.775, 0.625 * Extract transmissivity cap from formula into a constant (for future configurability) Also, select the highest transmissivity value properly this time * improve translucent coloring * Create a method (translucentRayColor) for code that was previously duplicated * Bring more of the duplicated code into translucentRayColor * Cap each color's transmissivity at 1 Example: RGBA = 0.8, 0.35, 0.05, 0.2 Uncapped transmissivity RGB = 1.6, 0.7, 0.1 Capped transmissivity RGB = 1, 0.775, 0.625 * Extract transmissivity cap from formula into a constant (for future configurability) Also, select the highest transmissivity value properly this time * block half-ish of the light on the diffuse pass and another half-ish on the translucent pass (actually 1 - sqrt(1-x)) * Add a slider for `Transmissivity cap` value - Added a slider for the `Transmissivity cap` value with range [1, 3]. - Added a `group-label` CSS class for group labels. * Move `Transmissivity cap` to the `Advanced` tab * Ensure that total energy is never amplified, even when transmissivityCap > 1. * you just got vectored * Revert changes to MaterialsTab.java `Transmissivity cap` had been moved to the `Advanced` tab, but other changes to the `Materials` tab were not reverted then. --------- Co-authored-by: Peregrine05 <[email protected]>
Similar to #528 but with glass instead.
1.4.5
2.0beta6
2.1-274
2.1-308
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