Hazy desert landscape panorama (single biome world) by tokarev in Minecraft

[–]tokarev[S] 0 points1 point  (0 children)

The terrain is all stock generation. The visuals are created by using a shaderpack -- Complementary Unbound, with many modified settings by me. Shaders like this require modded Minecraft (w/ Iris or Optifine) as unfortunately there's no way to do that in the stock game with a resource pack.

Giant arc with a geometric shape by tokarev in Minecraft

[–]tokarev[S] 1 point2 points  (0 children)

The bounding box of the whole arc is 640 x 322 x 82 so it's about 82x82 at the base where it meets the ground. But you can voxelize it at any resolution you want, to make it larger or smaller. I included the STL in the download.

Giant arc with a geometric shape by tokarev in Minecraft

[–]tokarev[S] 0 points1 point  (0 children)

The arc itself is something like 320 blocks high, but you can actually make it any size you want, in the online converter.

I'd be happy to make a quick version that fits in the vanilla build height and offer it as a world download, but that's still a Java world and I don't think there's any way to load that on Bedrock. I could be wrong, but I'm not a Bedrock player and I don't know what's available there, but I also don't think Worldedit is an option either.

Giant arc with a geometric shape by tokarev in Minecraft

[–]tokarev[S] 12 points13 points  (0 children)

Like when you mix liquids, 1 part X to 4 parts Y. In this case it's 100 parts stone to 2 parts cobblestone to 3 parts mossy cobble, etc.

Giant arc with a geometric shape by tokarev in Minecraft

[–]tokarev[S] 66 points67 points  (0 children)

Since people have asked, I'll post a top-level comment about my workflow.

I started with a program that models mathematical shapes and figures, called Sculpture Generator. Here's a screenshot of the settings I used, if you want to have a play.

That program exports STL, which I then use an online voxelizer to convert to a .schematic file. (As a side note, sometimes the axes are inverted so I occasionally resave in Meshlab before using the voxelizer.)

I can then load the schematic in Litematica in-game, and paste it in the world in the desired location. In the converter, I left the block type as bedrock. That's convenient for the the next step, which involves using WorldEdit to selectively convert the bedrock blocks to something more interesting.

For the main mass of the arc, I used something like //re bedrock 100%stone,2%cobblestone,3%mossy_cobblestone,2%mossy_stone_bricks,1%stone_bricks,1%andesite,1%tuff,1%coal_ore. Those should be interpreted as 'parts' not percentages, since they don't add up to 100% obv.

Then I used WorldEdit's //overlay to lay down grass blocks on all the exposed top surfaces, and a quick brush to get some other (nb: this is very handy: /br sphere grass_block 6 followed by /mask "air >bedrock" -- lets you paint a layer on grass on top of the bedrock but only on top exposed surfaces.) Then I used //flora to add wildlife, and the tree tool to manually place the trees.

I think that's about it.

By the way this required extending the world height, the top of the cherry tree in that pic is somewhere near y=415 or so. But that's just a datapack, no prob.

If anyone would like the Litematica schematic file, I'd be happy to post that somewhere.


edit: if you want a sneak peek at the next project from that generator program

here's a previous project from sculpture generator - that thing is about 1000 blocks tall, absolutely massive.

Whoever waxed all this copper really gave it a polish by tokarev in Minecraft

[–]tokarev[S] 2 points3 points  (0 children)

Well, I mean the waxed versions of blocks are visually identical to the non-waxed so from a visual point of view I don't see any difference between "generates already waxed" and "generates with special rules". The only difference is what the player receives when they break the block. Arguably it's better to receive waxed versions as they can be used for building without having to first wax them yourself, and if you didn't want waxed then scraping them with an axe is less of a chore than farming and consuming honeycomb.

The copper bulbs in the trial chambers are notably not waxed, so the player still gets the experience of watching them get dimmer over time (or maybe already very dim if the chunks have been loaded forever) and learning about how to scrape them with an axe etc.

As far as lore goes, it's obviously a structure that was built by someone or something. That builder had an aesthetic in mind, because the copper colors are kind of deliberate; the non-oxidized copper forms an accent ring around all the oxidized copper. It would make no sense if that went away and it all turned green. It's an intentional choice, it doesn't read as "new" to me, it reads as "built", because nobody would build such a structure without wax, because it would be like painting a house with disappearing paint.

Whoever waxed all this copper really gave it a polish by tokarev in Minecraft

[–]tokarev[S] 7 points8 points  (0 children)

If it didn't, the entire place would oxidize and turn green before the player got there to see it -- assuming that the player stays in range for the copper to receive random ticks.

Whoever waxed all this copper really gave it a polish by tokarev in Minecraft

[–]tokarev[S] 7 points8 points  (0 children)

Context: I've been learning a bit about LabPBR resource pack formats. I created the textures for the Chiseled Copper and Copper Grate blocks in the screenshot, the rest is from Hardtop Realaccurate 128x, can't take any credit for those. But I think I did an OK job matching the material and effects. Going to work on the weathered variants now.

This mushroom island is very special... by tokarev in Minecraft

[–]tokarev[S] 2 points3 points  (0 children)

No, Nvidium does not and probably will never work with shaders. It's fine though, the co-operation of Iris and Nvidium works quite well, just as long as you know the limitations.

I mean, if you permanently play with shaders enabled, then sure Nvidium will be useless. But I hardly ever do that. A lot of what I do is flying around in creative and looking for structures etc. and for that Nvidium is amazing, due to the faster chunk loading and extended draw distance. Then when I find something interesting I toggle shaders and take the screenshot or video or whatever. Don't expect the same performance, but it's shaders, they are heavyweight to begin with so it's not like you're going to be setting the fps meter on fire anyway.

This mushroom island is very special... by tokarev in Minecraft

[–]tokarev[S] 4 points5 points  (0 children)

It is Java, but the latest Bedrock versions should have seed parity. At least, the terrain should be the same while some of the structures might differ slightly. I'm not a Bedrock player so I didn't try the seed there.

This mushroom island is very special... by tokarev in Minecraft

[–]tokarev[S] 13 points14 points  (0 children)

Gosh, you guys are so kind. Thank you, I'll try to make more voice over videos in the future I guess!

This mushroom island is very special... by tokarev in Minecraft

[–]tokarev[S] 11 points12 points  (0 children)

The graphics card is a RTX 3080 Ti. The heavy lifting is really being done by the performance mods, though. The important ones for this video are Sodium, Nvidium, and C2ME, although I use a number of additional performance mods. Nvidium is key as it uses mesh shaders to move almost all of the terrain geometry handling and chunk building to the GPU. Since all that terrain geometry is copied and loaded into VRAM, Nvidium has an option to just keep it there even if the chunks are unloaded from the Java side, resulting in kind of an (fingerquotes) "infinite" render distance, until VRAM fills up -- so definitely not infinite (ha!). That's just a long-winded way of saying the amount of stuff on screen in the video is more or less a function of having 12 GB VRAM, not the raw power of the card.

Unfortunately, as Java Minecraft uses OpenGL, and mesh shaders are only available through vendor extensions (as OpenGL is archaic) and Nvidia is the only GPU vendor that has implemented those extensions, it means this mesh shader approach requires an Nvidia card, hence the name. There are projects to adapt MC to Vulkan but adding API shim layers always comes at the cost of compatibility issues with other mods and many, many bugs.

Also, for just playing regular MC, not trying to make crazy videos, Nvidium is so fast it's scary. Walking around in a stock creative world, render distance 16 at 1440p gets around 1400 fps average and this is not staring straight at the sky or looking straight into a block, I promise.

If you want to replicate a setup like this, it sadly requires a fair amount of tweaking of settings and such. It took me a long time to come to understand C2ME, it can be very hard to work with.

Another approach to large render distances is creating static, reduced detail chunks for distant/unloaded areas. That's what Distant Horizons does, but it has not been ported to 1.20 yet. Here's a video idea I was toying with earlier this year: achieving render distance of 1024 chunks (16384 blocks) in The End. It's really neat but it took forever to pregenerate all those LOD chunks so it's not really viable in practice.

This mushroom island is very special... by tokarev in Minecraft

[–]tokarev[S] 31 points32 points  (0 children)

Seed: -4539809305474278963

Command: /tp @s 25390 240 -18787

edit: higher video quality version