sonicether posts
SEUS PTGI E5 Release!
SEUS PTGI E5 is here! This update isn't as big as the last, but some new features that aim to enhance your gameplay experience are here.E4 was the first version of SEUS PTGI that I actually tried survival gameplay with, and it led to some insights. The most distracting problem for me was how long lighting takes to update, and all of the ugly artifacts that this can cause (you'll know what ...
SEUS PTGI E4 Release!
SEUS PTGI E4 is finally here! Sorry for the wait! But, I think it'll be worth it, this one's a big one.My goal with this update was to take the first steps in getting SEUS PTGI ready for gameplay. Many effects have been fixed and added from the main version of SEUS, though, the main focus of this update was getting world-space ray traced reflections in. What's Minecraft without water, ...
SEUS PTGI E3 Release!
SEUS PTGI E3 is here! For more information on what's new in this version, check this post: https://www.patreon.com/posts/seus-ptgi-update-22356734If you haven't read the post for the release of SEUS PTGI E1, I highly recommend doing so. https://www.patreon.com/posts/seus-ptgi-e1-is-17814179This version brings yet more improvements to the filtering stage, adds sunlight with contribution to ...
SEUS PTGI Development Update: Sunlight and Infinite Bounces!
EDIT: SEUS PTGI E3 is out now! https://www.patreon.com/posts/22415508Exciting news about SEUS PTGI!So, first of all, I've gotten sunlight with proper GI contribution working with path traced GI! I also was able to optimize the inner path tracing code, so optimized path tracing + sunlight contribution ended up actually being faster than previously.Then, I created a system that allows for infini...
SEUS PTGI E2 Release!
SEUS PTGI E2 is here! For more information about what's new in this version, check this post: https://www.patreon.com/posts/update-on-path-20991507If you haven't read the post for the release of SEUS PTGI E1, I highly recommend doing so. https://www.patreon.com/posts/seus-ptgi-e1-is-17814179In short, this new version provides an improvement in the filtering stage (where the extremely noisy...
Update on Path-Traced Global Illumination Progress
Inspired by all the shiny new RTX stuff, I've been working more on SEUS PTGI and want to share my progress.If you're a Gold patron, you've probably tested out SEUS PTGI E1, the first experimental version of SEUS with path-traced lighting. It was a good first attempt, but there were myriad problems that were visually unappealing and distracting.SEUS PTGI E1 traced lighting at 1 sample-p...
SEUS Renewed E2 Release: Volumetric Clouds and Weather!
All-new volumetric clouds powerful enough to drive a new weather system are the focus of this new Experimental version of SEUS Renewed!Of course, this is the first experimental version with a very bare-bones weather system. As of now, the biome the player is in does not affect weather; this is being worked on.My favorite emergent effect from this is sunshowers--a rare moment of sunshine and rain! ...
SEUS LPVGI E1 has arrived!
Hey, all!The first experimental version of SEUS with LPVGI (Light Propagation Volume Global Illumination) is here!LPVGI in SEUS has the power to totally replace Minecraft's lighting and allows infinite bounced lighting from all light types with correct occlusion!Of course, working within the limitations of OptiFine has made implementing it quite challenging. Don't expect a playable and rob...
SEUS Renewed E1!
It's finally time for the first experimental release of the main branch of SEUS!A LOT has changed, but these are the most noteworthy changes: Leaf subsurface scattering Land atmospheric scattering matches sky model Fixed POM and normal mapping on rotated textures/blocks Fixed black objects (like on custom furniture in mods) Added custom noise texture with blue noise and automatic texture offse...
Diamond Feature Poll!
I know there are only three of you guys right now, but I'd like to poll you guys on some work-in-progress feature projects, and some ones I haven't begun working on yet.I'm curious as to which prospective features you're interested in most!
SEUS PTGI E1 is here!
Hey, everyone!So, here comes the first experimental version of SEUS with path-traced global illumination!PLEASE, READ THIS POST!This is an extremely early development version with many known issues and isn't suitable for standard gameplay.Here are the requirements for running this shaderpack: OptiFine 1.12.2 HD U D1 or newer Options > Video Settings > Details > Alternate Blocks: OFF Options > ...
New SEUS section of sonicether.com!
Hey, everyone! I wanted to let you know that my website, sonicether.com, has been updated to accommodate SEUS with information, a gallery, a new way of hosting downloads, official documentation, and a new feedback/issue tracking system!Now, if you want to report an issue with SEUS, ask a question, or give a suggestion, you can submit them using the website! You can also view all submissions and vo...
Path-Traced GI Showcase Video!
Just wanted to post the video here, in case you guys missed it. I put together a quick video showcasing the new path-traced global illumination. An experimental version of SEUS with this tech will be released soon!
Notice of Inactivity
Hey everyone. I wanted to let you know that a close family member of mine passed away, so I probably won't be too active or terribly useful with SEUS development for a little while. I'm letting you guys know so you don't have to wonder what happened if I'm inactive for a while. Thanks for understanding.
Dev News: Path Tracing Experiments!
So, you guys might remember me talking about how I was able to store block data in a volume texture, even off-screen blocks. Basically, I created a way to store all blocks in the scene (that are touching air or are within a certain distance).This exciting new development opens up a whole new world of possibilities! Among those, and the most advanced of them all, is path-traced GI--a way of gatheri...
SEUS Renewed 1.0.0 is out!
So, what's next? The first thing I'll work on is moving to a proper deferred + forward pipeline for better handling of transparent rendering. This will fix issues with transparent materials and free up the internal data structure a bit, which will likely improve performance.Biome-specific features are now possible thanks to the new "custom uniforms" feature of OptiFine! I'll be...
SEUS Renewed Beta 0.9.9!
We're so close to the first 1.0 release! Yes, there are still minor bugs to fix, but I don't want to delay the release of SEUS Renewed 1.0 any further. Of course, SEUS Renewed will continue to be improved past the first release. If nothing is terribly wrong with this version, then it's straight off to SEUS Renewed 1.0!Changelog: Added End shaders Updated Nether shaders to SEUS Renewed ...
SEUS Renewed Beta 0.9.6!
Here's the next Beta version of SEUS Renewed! With the return of parallax occlusion mapping and wet weather effects, we're getting very close to the first official release!Here's the changelog: Added tonemap operator selector Added Hable tonemap operator Fixed weird pale water bug caused by torchlight Reimplemented and improved POM, now with proper texture LOD (optimization needed) Rei...
SEUS Renewed Beta 0.9.4!
SEUS Renewed Beta 0.9.4 is here! This update includes some bug fixes, improvements to post-processing, and quite a few new configurable optionsHere's the changelog: fixed ice rendering fixed glowstone and torch rendering added "micro bloom" for very fine-scale bloom added filmic tonemapper (disabled by default) added color crosstalk for more natural highlights (simulates overlapping li...
SEUS Renewed Beta 0.9.2!
Here's the latest version of SEUS Renewed, with some bug fixes, improvements to torch light, and added configurable options.Here's the changelog: fixed broken/glitchy overlay textures from mods fixed glowing water while raining at night re-enabled held torch light avoid calculating screen-space shadows when it's raining slight improvement in performance by skipping needless mipmapping ...
SEUS Renewed Beta 0.9!
Here it is, the first beta version of SEUS Renewed!There's still some optimization I'd like to do, so keep that in mind! You can provide feedback either in the comments here, or in the SEUS Discord server.In the Shaders screen, make sure "Old Lighting" is set to "Default"! More shader-specific options will be added soon.Looking forward to your feedback!
A New Beginning!
Hey everyone! Welcome to my brand-spanking-new Patreon page!You may be wondering where the Beta Archives and Experimental Development Archives are. Don't worry, I'll be creating new posts for each patron level that will include attachments with these builds soon/as they become available!I've attached several before/after images to this post to highlight some of the key new features of ...





