30 thoughts on “KUDA-Shaders v6.0.73 BETA is out

  1. I am gonna be late in class because of this! IT’S AWWWWWWWWESOME!

    I’ll get you a detailed report when I get back home.

    It does run way more smoothly than previous versions, like V5. I can crank my render distance up by 2 times. So far I’m running it without any error. But I do want to give my feedback on visual aspect. Where’s a good place to post them?

  2. Wird das Wasser völlig transparent bleiben, oder wird etwas Eigenfarbe wiederkehren?
    Ich find gut, dass es etwas transparenz hat, wenn man aber direkt hineinschaut, sieht man dann halt doch bis zum Meeresboden.

    1. Ich muss erstmal eine eigene Lösung finden um den Code zu schreiben. Ich will nicht gleich alles von Chocapic13 rüberkopieren.

  3. Frage: wo genau muss ich hineinpfuschen, damit Blätter auch Parallax haben? Sonicether hat da eine verschreckend lange Liste, die das für bestimmte Blocktypen an und aus schaltet, ich find dergleichen aber irgendwie nicht…

    1. Sorry, hab’s doch gefunden. >.<
      Verstecken die sich einfach am Ende der gbuffers_terrain.vsh – Frech, so was. Einfach frech.

  4. Eigentlich ganz gut,nur beim Regen sieht die Spiegelung am Boden eher unrealistisch aus,da sie eher unscharf ist und einfach komplett den Boden bedeckt,ohne wirkliche Pfützen! Ist nur meine Meinung ^^

  5. Huh, signed in with the wrong profile xD – Elijahfrog

    Don’t worry, buddy.

    We all make mistakes 😉

    1. I love your shader man! In favor of yours than any other out there. Two reasons, one it runs on intel graphics and Mac, two it runs at very high fps but still has impressive visuals! And it fits perfectly with ChromaHills resource pack. Wish you keep maintain these three good aspects of your shader.

      I will keep checking and compare V5.0.6 and V6. I will add to that document and give you notice what I have added.

    1. It’s not fixed for me, I’m using an HD7970 on the latest drivers, in case it matters…
      All transparency is messed up for me though, uncharted maps let me see through water, particles with alpha channels still apply lighting effects to the background in full strength, handheld items let normal mapping and light shine through, etc. – anyone have any ideas?

      1. Oh, I see what you mean. I was mostly referring to the torch particles, but after further inspection, I have a lot of the same problems you have. I was mostly just wondering about how the transparent fire particle was fixed because I don’t plan on using this version of KUDA. I’ve been making my personal modification of V. 5.0.6 for a while now, and the new one gets rid of a lot of the features I’ve been relying on. I just want to move whatever fixed the torch fire particles over to 5.0.6 so I can make a better torch bloom effect.

  6. I’ve also this graphical issue.

    ZOTAC Nvidea Geforce GTX 480 AMP! Edition
    Intel Core i5 3570k @3,4 GHz
    16 GB RAM
    Java 1.8_60
    Windows 10 Pro

    Image shows the medium version of the shader. There’s only the blue and red effect. In the ultra version there’s this 4 color split like bad flar posted. Hope you can fix that. I realy like your shaders!

  7. I know this is a really late reply, but I’ve recently gotten into editing specular and normal maps. How did you enable these in 5.0.6? Everything I do doesn’t seem to work at all, I’m kinda stumped.

Leave a Reply