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March 20, 2019

SEUS PTGI E6 Dev News

Whew, sorry it's been so long, everyone! I feel like E6 has been perpetually in a state of "it'll be done tomorrow" for weeks. So, what's the struggle all about?

I decided to redesign the GI filter. The design I've been using works well when all sources of light are around the same intensity, but it fails when a light is brighter or darker than other lights. When too bright, denoising isn't aggressive enough and noise gets through. When too dark, denoising is too aggressive and doesn't preserve detail.

After a lot of struggling, it's really nearly there, and the benefit is that denoising just "works" no matter how bright or dim light sources are. This means that torches no longer have to be as bright as sunlight, which really helps the feel of mixed lighting scenes during the day time. 

The one remaining problem that has been really tough to fix is hiding the problems that disocclusions can create (disocclusions happen when a new part of the scene is revealed on-screen due to movement of the view or dynamic scene changes). The old filter design handled this really well, but the new design is falling short, and it's quite distracting visually.

The good thing about all of this experimentation is that I was able to apply some of these new techniques to the reflections denoising filter, so reflections are looking quite a bit better.

I just hate that it's taken so long to get a new update out for you guys. I try to make each update feel like an upgrade, and with these few distracting issues, I don't feel that way yet about E6. 

Unfortunately, developing within such tight restrictions (limited by the functionality of OptiFine) combined with the fact that each new improvement is totally uncharted territory can make progress unpredictable, and there are many failed attempts. NVIDIA's questionable drivers of late haven't helped, either!

So, that's what's going on. I'm sorry to keep all of you waiting, thank you for understanding!

Comments (22)

m
mirci 25 · November 19, 2019

i cant download the shader

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janett · July 28, 2019

why is my lighting so bright when i use this shader plz help

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柏漢 張 · September 8, 2019

you can go to the setting for the seus shaders

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Nofa · May 9, 2019

What is a good texture pack for this shader?

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Eggman698 · May 28, 2019

I Would Recomend https://matteorizzo.com/realistico/ (It Is A Paid Resource Pack made by another Person) (Sorry For Kind-of Sponsering another Product.)

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Robert Dykes · April 30, 2019

From what I understand it does no support parallax. Someone recommended using texture pack. Vanilla-Normals-Renewed-1.12 It adds more reflective data. If I understand correclty these are parallax as well so can be used with his other shader pack, but the reflective texture data works with PTGI, just not parralax part. I am running it, and it still takes a big perfomce hit, but they texture do enhance ptgi.

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BenJi Whoever · April 23, 2019

I just wanted to ask, the PTGI E6 does not currently support parallax maps right? I mean, I should stop trying to make it work ^_^'

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Marco Fragtnach · April 22, 2019

Hi, just with gold tier ? I just got silver, and did not find anything..

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Kevin Fuller · April 13, 2019

Do I have to wait the first month before getting access to the ptgi?

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Cyro · April 14, 2019

No, you can access it right away if you subscribe to Gold Tier.

C
Cyro · April 12, 2019

What texture pack is this?

v
vlados · April 3, 2019

how to download this shader?

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AuraBOI · April 2, 2019

Is 1.13 support planned to be soon or could it be a while?

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Ryuuktsu · April 1, 2019

What texture pack is that though, it looks so clean

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Yi Han · April 2, 2019

Wondered the same question, which would be the best texture pack for this shader?

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Squirrelly Dude · April 1, 2019

Haha, I can't even render in Blender looking this nice...

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DKGhostDark · March 25, 2019

will it support 1.13?

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VitAnyaNaked · March 23, 2019

Our expectations are justified. Very good work and the development of the smallest details require time and diligence. New updates are very convenient and useful to use. Thanks you.

D
DudeRyan1000 · March 20, 2019

Hey We're still aren't we? So take as long as you need, just keep us posted and what not and we will wait diligently. What you're doing hasn't been done before, so just keep trying.

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Julian Wicker · March 20, 2019

Impressive work so far! Looking forward to the final result! Also, hopefully Fastcraft 2 will give you more tools to play with, whenever it actually comes out (and has shader support). And more performance, so maybe you can do even fancier things!

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Tristan McPherson · March 20, 2019

At the end of the day were supporting you because we know how you work and the results you achieve. The amazing shaders you have created were not on a budgeted timeline but as a result of experimentation and getting pieces to fit together correctly. This is just one of those times where you need to get into the nitty gritty for what may immediately take a lot of time but will result in a greater benefit even if it's not easily or immediately apparent. The updates on the progress I will say is helpful. In any case I definitely understand the delays and support you entirely. Keep making amazing shaders :)

c
cityofskytcd · March 20, 2019

Come on, support you :)