SEUS PTGI E8 Dev News
🕑 Added 2019-06-19 16:22:06 +0000 UTC
Hey, everyone! As you have surely noticed, SEUS PTGI has thus far been hideous in underwater scenes. I figured it's quite time to change that (especially now that Minecraft 1.13 compatibility is here), so this is mostly what I've been focusing on for E8
In the past, I've just relied on a thick application of fog for underwater rendering, since I could never really get clear water looking right. Since I wanted to match vanilla Minecraft's (1.13+) underwater visibility this time, there was no more avoiding it, so I decided to do some research.
Watching videos of people diving in clear waters, I was amazed at just how much water absorbs longer wavelengths of light (giving anything but shallow, close-up surfaces a blue/cyan tint). I mean sure, I was aware of it before, but I definitely underestimated it. Previously I used hand-picked absorption values, but this time I've decided to use physically accurate values.


Here, you can see the effects of the physically-based light absorption in water.
And of course, what is an underwater scene without caustics? I experimented with several approaches, but with so little resources left to work with (since PTGI is so complex already), I couldn't use several shader stages with intermediate textures to render caustics dynamically like I have with previous versions of SEUS. Plus, if I came up with a really cheap method, it would allow for volumetric caustic light shafts (god rays) under water, which I really wanted.
So, I've decided to use a pre-rendered caustics animation texture for caustics. I wrote a custom tool to render this texture for me that ensures it tiles and loops seamlessly. I also made sure to use the same water height function so that the rendered caustics match the look of the surface of the water.
Caustics appear differently at different water depths, which I considered important enough to include as a feature as well. So, the rendered caustics texture has 4 separate layers (packed in RGBA channels) for varying depth ranges, from shallow to deep. Then, in the shader, I simply crossfade between these layers based on water depth.
To keep it relatively lightweight yet still crisp, the texture has a one second loop, is 60 frames per second, and tiles across a width of 2 blocks. Unfortunately, the tiling is definitely noticeable, but is less apparent when blending between the 4 depth layers.


Here, you can see the difference between only having one depth layer for caustics (top), and having four (bottom).
Now that caustics were in, it was time to do volumetric light shafts from caustics! This part was pretty easy to get working, since I've done stuff like this in the past (though, caustics never contributed before).


Without (top) and with (bottom) volumetric light shafts from caustics
This is all still a work-in-progress of course! Unfortunately, I had to use a feature of OptiFine that was introduced in 1.13 to get the caustics working, and it totally breaks in Minecraft 1.12.2. I'm not really sure what to do about this. Perhaps the developer of OptiFine can port this feature back for 1.12.2.
UPDATE: The developer of OptiFine has informed me that this feature and others will indeed be backported to 1.12.2.
Comments
Murakuumoo
I'd assume these features were never ported back?
you can but obviously you should pay
RealDheejae Delos Santos
i want to download ptgi e7
Ashton Erlandson
you cant bongo
pay
Bongo
how to get umsoea texture for free?
sory its not programmed for you to click it i only help people not program things
Vinicius Gimenez isnt there a forge website ? you can get 1.14 forge i thaught https://www.minecraft-downloads.com/minecraft-forge-mod-for-windows-and-mac
Matthew
E7.1 also works
Matthew
Use seus ptgi e7.1
E6 runs on 1.12.2. E8 is only compatible with 1.14 im pretty sure.
hey, can you release sues ptgi on 1.12.2, 1.13, and 1.14? Because I use 1.12.2 for shaders and I want to use it when it's free.
Anyone know if there is a way to run the PTGI E8 in 1.12.2? I can run it in 1.14 but the 1.14 version of minecraft have a big problem, there is no mods :(
So I’m having some problems with this Shader Pack that I’m hoping someone can help me with. 1. When I use the FaithfulVenom resource pack spiders and endermen start flickering. 2. Slimes aren’t transparent. 3. Whenever I look in a reflection (Nether Portal, Water, etc.) I see random blocks like dispensers and diamond ores. It’s really strange. 4. Not really a problem, but is there Depth Of Field in this Shader Pack?
Hi! I've got a doubt, my pc has an intel i7 7700, a sual channel ram with 16GB and a 2070 RTX. But when I try to play minecraft with the Seus PTGI E8 shaders and the Stratum's textures, the game crush just a minute after. And I don't know why, can someone help me?
Same here, paid a week age and Patreon says no
Make sure you used the correct texture size setting in "Shader settings."
Can somebody help because my glass panels and blocks reflects very wierd and they are ”broken”
Sun
Please update highlight reflect in sea (effects from SEUS v11 Legacy) on seus ptgi e8 or e9
Exact same thing happens to me
The ray tracing looks good, but why are the blocks (like iron for example) Not chrome or reflective?
benjamin høegh
I get a big black hole over me when under water... Is i'm doing something wrong?
well if you let worst tier people only comment and see your post, then im outta here, and canceling my subscribtion, it's shitload of money i can have basically f.e. origin acces for a month with multiple games like wtf man, small payments can get you more people. It's better to have more users, paying less, and concidering to pay you more for your work after they fell in love with your projects, than forcing them to pay a subscribtion that is relatively high for shitty countries like mine. Im unable to fucking test it so how am i supposed to know if i want to support you lol
lol so i just payed you like 1/3 of my cigarretes from my country's currency and can't download e8 update cuz i need to pay you like 10 times more XD nice
The Basskitty
SE thank you so much for creating this amazing work. Its truly beautiful. I was super happy to hear that the Optifine dev confirmed that the features you need will be ported to 1.12.2. Some of us have entire builds created around 1.12.2, with all of our prefered mods working just right and our saved worlds all from that version. For me, changing my entire MC setup to 1.13 or 1.14 breaks most of my mods and would require difficult, tedious world updates and chunk fixes. I also currently get a stable 55-60 fps running Pulchra 1k resource pack + SEUS PTGI 7.1 in MC 1.12.2 and am hesitant to return to 25 fps and an inferior RP (plus all the other work mentioned) just to get SEUS 8 working. For this reason I am going to (impatiently) wait for the Optifine devs to port these features back to 1.12.2 for us. My question is, do you have ANY indication of a timeline in which that might happen? did he/she/they give you any idea when that might be, even vaguely? Thanks again for all your amazing hard work and beautiful art!
And is it possible to use the Raytracing on servers like Hypixel etc.
Hi there! After having supporting you on patreon for two months now, I suddenly decided today that it was time for me to start creating textures that work well together with your excellent shader. Here's a link to my patreon page with some fresh screenshots: https://www.patreon.com/texturesmith . I have a homemade tool that produces seamless high-resolution textures such as these, so your PTGI shader has become an excellent reason for my continuing development of this tool, adding new features etc. Thanks for having created the PTGI shader!
So, I'm a little confused. is this a one-time payment or do I HAVE to spend 10$ every month to get access
I just had patreon take out $10 from my card yet says I'm not a patreon. Cool.
Ashton Erlandson
do you have vanilla normals renewed?
Could someone help me? I can’t get iron to reflect and my picture is just overall super blurred
EmeraldCrafts
Probably not, he hasn't done it for any of the other ones
will you make a vid sonic ether for how to download the e8 when its done?
Lucas
Turned out to be motionblur that was the problom
Lucas
I fixed it but my specs are I9 9900k oc (stable watercooled) @5ghz 2080ti watercooled 16gb of ram
What are your exact specs? If you have an AMD card it won't work no matter what
Lucas
Please help, my game loads and everything is black except for my fist . I've moved the brightness all the way up but no help. I have more than enough power in my system
Ashton Erlandson
no sorry you can just click download above the picture
where do you join his discord?
nope
is this shader for AMD graphics cards?
Ashton Erlandson
what is your cpu?
Ashton Erlandson
join the discord to find out
Ashton Erlandson
oh you need to join his discord to find the download links
What the hell do I download It?
Download Optifine Here: https://optifine.net/downloads Then go to (C:)\Users\"Username"\Appdata\Roaming\.minecraft\shaderpacks\ but make sure to have "see hidden folders" enable to see Appdata
not a resource pack, it's a shaderpack. You need to get optifine, and put this in the shaderpacks folder
any help?
how do i even get this recouse pack onto minecraft? i got a clumy 1060 (GTX) and just bought gold
Tom Smith
Noob question, got a 2080ti and i can't seem to run the e6 shaders at anything above 30 fps no matter what i change the settings to. Even changer resolution way down does nothing. Any help?
POM is not in yet. We are still waiting for POM, waving plants/leaves, better looking moon, lighting from held items via Optifine, glowing held enchanted items instead of being flat purple, and 1.14 lighting from lanterns, campfires, etc.
do waving plants/leaves
Thomas
Looking great! I'm was wondering if tree and grass wind movement will be coming back? I really like the intensity of it back in v11 or v10 i dont remember which it was lol but looking forward to this update!
Sun
E7 bug skin color enchanted book/enchanted sword/potion and more enchanted skin pls fix in e8
Ryan Samuels
no, pay for it yourself like the rest of us
No need to ask twice
If you read previous posts you can clearly read that at the moment it is not possible to use AMD GPUs. It may be in the future though.
will this shader work with amd graphics card?
can i use this shader with amd radeon card
TD
Looks great! When will u release the next version of PTGI?
diddy45
Its gonna look great
is it possible if you can implement the Torch emitting light when hold?
SlayerDan216
One more thing if you could add it... Endrods are not emitting light. Is that something that could be added?
fak yeah!
AlexRice
Wait,Is voluemetric light back?
You're putting an exceptional amount of thought into your work, huge respect :)
Bloxyway
Can you also please fix glass in this
IIIIIII want this fooor frree free
This is truely UNBELIVABLE ^^
Hana
Any eta for release?
hell if I only I had the drive you have. I think I could've made it. You're such a legend
Ice2670
lamps of other custom mods don't work with ptgi 7.1, the mod i tried is Arcane Lamps
Serge-Antoine Côté
Okay I'll be honnest with you. I've only been a supporter for a couple of months and simply wanted to try the shader and stop donating after like 3-4 months but seeing how much work and effort you put in and seeing how great your work is I have reconsidered it and I'll continue donating for as long as I can. You are amazing! Keep up buddy!
Cyro
You're probably already aware, but these shaders don't take advantage of RTX technology, though it would be super awesome if OptiFine implemented an API for it.
i just got my rtx 2070 xc black and i am glad i bought it, i actually enjoy playing minecraft now because of this. I cant wait for the new E8!!!
you should make it so that the light from objects would work in the day time.
This is the most awesome thing I've seen all week. Can't wait to experience it for myself when it gets dropped!
You know what would be very cool? If those caustics reflected off from the water into the walls and ceiling. Of course these are all just dreams but you never know what could happen.
Dan Fiscus
This looks incredible!! When can we expect to try these new features out? :D
I agree, 1.12 is all I am playing right now. I like my pixelmon server. Also, I don't know if you can fix this, but it seems that mod added light sources don't emit light some times, in the hand or on the ground. If there is a way to fix that, I'd be grateful.
Shampooh
Looks great! One hell of a step up from the prior iteration. Have you been in contact at all with Optifine regarding the 1.12 feature? This is kind of a big concern to me as someone who pretty much solely plays modded Minecraft, so if it needs any kind of additional community push I'd like to know where to direct my shouting.
you might have the texture resolution on the shader pack set higher or lower than the actual texture pack is. I had the same problem as you. If you are using vanilla normals renewed you should use 15x15 resolution. That should fix the problem.
Ultimate Immersion
Those godrays oh god!
KayzerG
Damn im considering becoming a patreon of you, your textures are amazing
KayzerG
i cant seem to get the path traced reflections on surfaces like iron blocks to work on the vanilla normals renewed texture pack
KayzerG
That looks fricking amazing
喆楠 張
cool
Sonic Ether
This was LB Photo Realism, the old version without custom models.
Gareth Welch
That’s by far the best underwater shader I’ve seen. Awesome work!
Kenzie
Very much looking forward to this! Gives me a good reason to take another stab at underwater buildings.
What Resource Pack are you using?
Zephyr Arcturus
i'd say fully move the shader to 1.13, if it allows even better effetcs
Shweet!! Underwater lighting!!!
Underwater looks incredible! Can't wait to try this out, thanks for your hard work SE!
umsoea
This is awesome! Really excited for it
Valerie
Interesting read, and absolutely beautiful underwater. Actually makes me want to explore underwater now.
My god, so many great underwater creations can be made out of this.
Alpha
I love your work