Light and volumetric fog issues related to glass
SkyrustWqq opened this issue · 10 comments
The first point: Facing the sun, there are two effects with or without glass. Glass seems to block the spread of light.
Second point: Volumetric fog cannot be displayed behind glass, which is very inconsistent.
Of course, the work is quite outstanding. I hope the author can see these two issues. Thank you!
im currently in the middle of rewriting cloud behavior. you are using the in-development versions.
anyways, i fixed the shadow issue with glass on iris, and soon im gonna fix the issue where fog doesn't render behind glass as well.
if you really wanna sacrifice all those for just one situation, thats up to you. though i haven't tested the latest in-dev version on optifine in a little bit, it might fail to compile. ive been occupied doing alot of work with iris and distant horizons stuff lately, so optifine was sorta set on the side for little while.
if you really wanna sacrifice all those for just one situation, thats up to you. though i haven't tested the latest in-dev version on optifine in a little bit, it might fail to compile. ive been occupied doing alot of work with iris and distant horizons stuff lately, so optifine was sorta set on the side for little while.
Thank you for your answer. In fact, I hope you can find the cause of the glass shadow. After all, many other shadows do not have this problem. In short, your work is very good and the flaws are not hidden.
Um, there is another issue, why doesn’t the version for distant horizon have corresponding clouds and fog on rainy days? You know, it's weird to have a rainy day against a clear sky.
this is a known problem with volumetric fog, worry not. i plan to do something about it.
How about the first one? 😳
if by "spread of light" you mean the sort of glow around the sun during the day, that also is just the volumetric fog. so its the same issue
Okay, what I mean is, if you build a greenhouse and it's surrounded by glass, during the day, the things in the greenhouse won't cast a shadow even if they're hit by sunlight. Sorry, I have little knowledge , I can only describe it this way.
ah. you're probably referring to the glass casting a full shadow as if it blocked all the sunlight? unfortunately this happens only on iris/oculus, and I don't know why.
ah. you're probably referring to the glass casting a full shadow as if it blocked all the sunlight? unfortunately this happens only on iris/oculus, and I don't know why.
Well, that might mean that I have to give up the game optimization experience brought by iris, so if I want to pursue the best light and shadow effects, I need to use Optifine.
if you really wanna sacrifice all those for just one situation, thats up to you.
though i haven't tested the latest in-dev version on optifine in a little bit, it might fail to compile.
ive been occupied doing alot of work with iris and distant horizons stuff lately, so optifine was sorta set on the side for little while.
ah. you're probably referring to the glass casting a full shadow as if it blocked all the sunlight? unfortunately this happens only on iris/oculus, and I don't know why.
this is a known problem with volumetric fog, worry not. i plan to do something about it.
this is a known problem with volumetric fog, worry not. i plan to do something about it.
How about the first one? 😳
if by "spread of light" you mean the sort of glow around the sun during the day, that also is just the volumetric fog. so its the same issue
this is a known problem with volumetric fog, worry not. i plan to do something about it.
How about the first one? 😳
if by "spread of light" you mean the sort of glow around the sun during the day, that also is just the volumetric fog. so its the same issue
Okay, what I mean is, if you build a greenhouse and it's surrounded by glass, during the day, the things in the greenhouse won't cast a shadow even if they're hit by sunlight. Sorry, I have little knowledge , I can only describe it this way.