It has been a while since I have posted anything here, sorry about that. I have been working on various miscellaneous projects during my unannounced break from major projects, but I am finally back and with some changes.
Now, about the future of my projects. Both Magnificent and NV are cancelled for the forseeable future as I just do not find any enjoyment in working on them and cannot deliver a good product as a result, and so I will be open sourcing Magnificent eventually and will ope...
2023-07-29 22:48:16 +0000 UTC
View Post
!!IF YOU SUFFER FROM EPILEPSY, PLEASE PROCEED TO USE THIS WITH CAUTION!!
Disable view bobbing while using. There is a bug that causes accumulation to take a while to start and it only happens when view bobbing is enabled.
After over half a year of work Chronos Spectral has finally reached a point that I am comfortable releasing it. But before I go over any changes from previous versions, I need to clarify something. Chronos is not a renderer, at least not in the traditional sense....
2022-12-02 18:47:51 +0000 UTC
View Post
I plan to be more active in the coming months, and the first thing I will do is make more patreon exclusive updates and more public updates as well. I have not been updating things nearly enough in general, and I apologize for that.
To start with, I shall do a poll for the future of Magnificent. The three options are for it to be rewritten, or to become open sourced, and the final option is for me to not do either and just update it as is.
If the rewrite is chosen, it will be a lo...
2022-08-22 14:41:58 +0000 UTC
View Post
This is probably the last public post for a while, feel free to test it as much as possible.
Ambient occlusion is the main feature I want people to test.
SSAO

HBAO

RTAO
<...
2022-06-26 20:09:43 +0000 UTC
View Post
Chronos is being put on hold for a while. I want to focus on NV and Magnificent, and Chronos requires way too much work for that to be possible. The good news is that the Magnificent rewrite can be started, and I have some big plans for it.
2022-04-13 15:31:12 +0000 UTC
View Post
This is a very early test version of Chronos spectral. Expect bugs and missing features.


2022-04-01 04:29:12 +0000 UTC
View Post
The version of Magnificent that is available to download is really just a proof of concept. It is not optimized, lacks features I could easily add and is generally just a mess, but it is a mess that gave me an idea as to what I wanted the pack to be like. The rewrite of Magnificent will be started soon, maybe even today, and people should expect better visuals and potentially better fps.
Going forward Chronos is only going to be a spectral path tracer. There will not be an RG...
2022-01-27 19:57:31 +0000 UTC
View Post
This is nothing more than a proof of concept version of spectral Chronos. As a result it is missing features and is overall poorly made. Assume that any bugs you encounter are known about and exclusive to this proof of concept version.
2022-01-05 06:11:30 +0000 UTC
View Post
Some of you have probably noticed a lack of updates. I missed November entirely, and my bigger projects like Chronos and NV have not gotten a big update in a while.
This is because I have slowed down on development to make things easier for me to manage, and to allow me to plan out the Chronos Spectral features before I start working on it. Going forward Magnificent will probably be updated more often than the other two, but I need to rewrite it first.
A litt...
2021-12-13 01:43:49 +0000 UTC
View Post
This newest alpha release does not have that many changes, but it has a few. The latest poll determined the biggest new feature.
Changelog
-Ambient Occlusion (Modes include SSAO, HBAO, and RTAO)
-Improved atmosphere
-Some other stuff I forgot
Performance is probably worse in this version.
2021-12-13 01:39:41 +0000 UTC
View Post
Magnificent finally has a beta. There are lots of issues with it still, but I have made some improvements.
Changes
-Added a detail setting for the LPV
-Changed the voxelization slightly to make it more stable and make it work better
-Improved TAA
-Fixed a bug
Known issues
-LPV Detail higher than 1 causes some shading issues due to how the LPV works
-Volumes are still too slow to enable
2021-10-05 19:10:13 +0000 UTC
View Post
This test update isn't substantial enough for me to lock it behind a Patreon wall at all, plus I want to let more people use this since I am proud of what I got implemented in it.
This is the first Minecraft shaderpack to get an accurate subsurface scattering implementation. This isn't because other people do not know how, it is entirely because subsurface scattering is intensive to do accurately.
The only block that has subsurface right now is slime.
Ch...
2021-08-29 03:09:58 +0000 UTC
View Post
The first beta for NV is coming up soon, so I want to ask what feature people want to see out of these four.
2021-08-15 01:49:20 +0000 UTC
View Post
And here we are. Chronos v4.0.2 is finally released. Some of the new additions have issues, but overall this is an improved release.
Changes
-Fixed voxelization of various blocks
-Added refraction
-Added camera tone map
-Changed some settings
Note: Total Internal Reflection is disabled by default due to an annoying issue with it.
2021-06-27 09:21:48 +0000 UTC
View Post
Important thing to note: If you get low FPS, then enable Low Quality Subdivision.
Changelog
-Added some settings
-Vanilla AO support
-Specular support
-Particles have been fixed
-Fast total internal reflection has been added
-WiP caustics
Planned For Next Update
-Volumetric clouds
-Volumetric light
-Improved caustics
-More settings
2021-06-02 03:42:22 +0000 UTC
View Post
So after a few months, the rewrite of NV has finally entered alpha stages! This is my favorite version of NV so far. Not only because the water is leagues above previous versions, but also because it is more optimized overall.
Changelog
-Switched to compute shaders for the water generation (Big performance increase)
-Uses an FFT now instead of a DFT (Big performance increase)
-Now uses a faster approximation for multiple scattering in water (Big performance inc...
2021-04-30 10:04:43 +0000 UTC
View Post
After about a month of work, NV is in beta.
Changes:
-I forgot
2021-04-01 14:27:41 +0000 UTC
View Post
I have decided that instead of being gone from Patreon, I am just taking a break from shader development. I should be back sometime within the month, or maybe next month, but right now I am taking a break from releasing things or interacting with lots of people.
I am sorry, but I just need some time to take a mental health break. Working on shaderpacks every single day without any real break for months with everything that is going on in my life wasn't healthy.
2021-03-03 19:54:48 +0000 UTC
View Post
I just wanted to make an important announcement. I am likely not going to use this ever again, so if you don't want your money to go to a dead page then feel free to withdraw your patronage. I'd feel wrong if I didn't make this announcement, and I am truly sorry to those who wanted to see how my projects grow.
2021-02-25 00:01:37 +0000 UTC
View Post
After a few months of work, NV is finally entering alpha stages. This isn't a huge update, but it is one that includes never before seen tech for Minecraft water.
Changes:
-Added foam (Happens naturally on waves that are supposed to break)
-Cube clouds (Work in progress)
-More options
-Definitely something I am forgetting
I forgot to take pictures for this, whoops.
2021-02-20 10:55:56 +0000 UTC
View Post
Chronos is now in beta, meaning that there will be a new public update in about a week.
This version adds in the multiple scattering BSDF. It harms performance if you aren't careful with it, but it improves accuracy and visuals a decent amount.


2021-01-31 18:50:14 +0000 UTC
View Post
Hopefully this compiles and runs on AMD, specifically on the mesa stack.
2021-01-23 01:52:14 +0000 UTC
View Post
Because I want to celebrate the launching of this, and I feel putting a shaderpack behind the tiers right away would be a little scummy, here is Chronos v4.0.2a. Only works on NVidia right now, but I'm going to be trying to work with some peeps to fix it on AMD.
Changelog
More accurate diffuse
Parallax Mapping
Russian Roulette Rendering
Depth Of Field
More accurate soft shadows
Misc changes
2021-01-21 20:39:07 +0000 UTC
View Post