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Trace - Radianced!

ВЕРСИИ (2)

release

Trace - Radianced! 2.0.1

2.0.1
19 окт. 2026 г.48Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2, 26.3iris
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Что нового
2.0.1 Renamed patch to tile, should allow GLSL 4+ to compile correctly. 2.0.0 The pixel art update Styles & Profiles - Performance and Style settings are now separated. - Profiles set performance only, now Small Potato, Balanced and NASA Potato, old Trace profile became the Trace style. Bounce Light - Lightmap now draws from blocks octants, giving a much much accurate depiction of each block shape not just complete cubes. - Attempt to fix leaks and flickers specifically around non cubic blocks. - Every probe now traces the same fixed rays so nothing gets averaged over frames, Cascade Memory removed. - Probes retrace only when a block, its light or its sunlight changes in reach plus a slow refresh for time and weather, probe pass under half the old cost in still scenes. - Sunlight traced through voxels instead of the camera following shadow map. - Light direction no longer read on a cell border or inside the wall. - Torches, lanterns and campfires share one fixed warm color, soul versions a fixed blue - Held items light the area in their own color. - Glow lichen and cave vines give light, mushrooms, fungus and cocoa no longer solid cubes (this kinda buggy atm). - Quad Voxelization (new) voxelizes each face once instead of four times for a cheaper shadow pass. - Sun Bounce (new) reflects sun color into the shade. - New debug views for probes, flicker, light shadows and octants. Outline - Outline, halo and rim light now share a unified pass, which cut costs around to half a ms in testing. - No outlines on text, nametags, signs, lightning or things outside of Trace. - Outlines show underwater. - Corals count as foliage to avoid excessive lines drawn in oceans. Sky & Clouds - Cloud Style (new) with 2D, Story and Anime clouds, Story is vanilla style 2.5 times taller based on Spices Up Clouds by Tixul and not_thefirst under MIT, new Anime style made custom for Trace using pixel art cumulus and cel shading! - Clouds follow a planet curve, meeting the horizon about 2000 blocks away. - Cloud Height Spread (new) gives each anime cloud its own height to make layers look more natural. - Painted Sky (new) Beautiful set of custom pixel art for the night sky and a little nebula for the end. - Shooting Stars (new) light the sky occasionally, very small addittion. - Sun and moon bloom, the sun is now visible and not just an eye burning flare. - Edge of the render distance fades into the exact sky color of its direction. - Fog Planes removed. Weather & Air - Sandstorms (new)! in dry biomes - Blizzards (new)! in cold biomes - Desert dust now pixel art!, instead of the odd looking volumetric air now just some odd pixel art dust speckles. - Biome Specks (new) with pollen over flower fields, cherry petals, swamp fireflies at night and End specks. Water - Pixel Water (new!) probably the best new addittion to the pack, go give it a try. - Shorelines now derive from a separate Shoremap. - Entities in water get foam and a short fading wake, boats, mobs, items and players! - Trace water sliders for cells, flowing streaks and cell speed (Thanks HappyMeek for the feedback!) - Underwater haze defaults to 0.01. - Underwater Clarity (new) sets swimming visibility, shorter absorption and a thinner veil, blue tint kept. Nether & End (new) Small support for both (still no full support, future updates will try to cover these and modded dimensions) - Nether air takes each biome fog color, painted sky gradient and a really really cool heat shimmer close to lava! - Nbula above the horizon, even ambient light, violet specks. Mod Support (new) - Distant Horizons support added. - Voxy support, experimental. - Colorwheel support added. Fixes & Performance - Scene stability should improve a lot while diminishing visual artifacts related to colored light. - Bounce Light rays up to 20% faster, shadow pass writes less data. Overall this was a pretty chunky update, while many systems started with the ideology of taking advantage from screen space methods in the end a lot of the rc lightmap needed to be reworked because the "patches" for many of the artifacts introduced by a deficient mix of a global yet not world anchored lightmap system and let alone experimental ended up adding extra cost much more than simply making a unified scene regardless of screen space. Thanks everyone for the feedback provided in earlier verions!
release

Pixel Art Update

2.0.0
18 окт. 2026 г.4Minecraft: 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21, 1.21.1, 1.21.2, 1.21.3, 1.21.4, 1.21.5, 1.21.6, 1.21.7, 1.21.8, 1.21.9, 1.21.10, 1.21.11, 26.1, 26.1.1, 26.1.2, 26.2, 26.3iris
Скачать
Что нового
Trace 2.0.0 The pixel art update Styles & Profiles - Performance and Style settings are now separated. - Profiles set performance only, now Small Potato, Balanced and NASA Potato, old Trace profile became the Trace style. Bounce Light - Lightmap now draws from blocks octants, giving a much much accurate depiction of each block shape not just complete cubes. - Attempt to fix leaks and flickers specifically around non cubic blocks. - Every probe now traces the same fixed rays so nothing gets averaged over frames, Cascade Memory removed. - Probes retrace only when a block, its light or its sunlight changes in reach plus a slow refresh for time and weather, probe pass under half the old cost in still scenes. - Sunlight traced through voxels instead of the camera following shadow map. - Light direction no longer read on a cell border or inside the wall. - Torches, lanterns and campfires share one fixed warm color, soul versions a fixed blue - Held items light the area in their own color. - Glow lichen and cave vines give light, mushrooms, fungus and cocoa no longer solid cubes (this kinda buggy atm). - Quad Voxelization (new) voxelizes each face once instead of four times for a cheaper shadow pass. - Sun Bounce (new) reflects sun color into the shade. - New debug views for probes, flicker, light shadows and octants. Outline - Outline, halo and rim light now share a unified pass, which cut costs around to half a ms in testing. - No outlines on text, nametags, signs, lightning or things outside of Trace. - Outlines show underwater. - Corals count as foliage to avoid excessive lines drawn in oceans. Sky & Clouds - Cloud Style (new) with 2D, Story and Anime clouds, Story is vanilla style 2.5 times taller based on Spices Up Clouds by Tixul and not_thefirst under MIT, new Anime style made custom for Trace using pixel art cumulus and cel shading! - Clouds follow a planet curve, meeting the horizon about 2000 blocks away. - Cloud Height Spread (new) gives each anime cloud its own height to make layers look more natural. - Painted Sky (new) Beautiful set of custom pixel art for the night sky and a little nebula for the end. - Shooting Stars (new) light the sky occasionally, very small addittion. - Sun and moon bloom, the sun is now visible and not just an eye burning flare. - Edge of the render distance fades into the exact sky color of its direction. - Fog Planes removed. Weather & Air - Sandstorms (new)! in dry biomes - Blizzards (new)! in cold biomes - Desert dust now pixel art!, instead of the odd looking volumetric air now just some odd pixel art dust speckles. - Biome Specks (new) with pollen over flower fields, cherry petals, swamp fireflies at night and End specks. Water - Pixel Water (new!) probably the best new addittion to the pack, go give it a try. - Shorelines now derive from a separate Shoremap. - Entities in water get foam and a short fading wake, boats, mobs, items and players! - Trace water sliders for cells, flowing streaks and cell speed (Thanks HappyMeek for the feedback!) - Underwater haze defaults to 0.01. - Underwater Clarity (new) sets swimming visibility, shorter absorption and a thinner veil, blue tint kept. Nether & End (new) Small support for both (still no full support, future updates will try to cover these and modded dimensions) - Nether air takes each biome fog color, painted sky gradient and a really really cool heat shimmer close to lava! - Nbula above the horizon, even ambient light, violet specks. Mod Support (new) - Distant Horizons support added. - Voxy support, experimental. - Colorwheel support added. Fixes & Performance - Scene stability should improve a lot while diminishing visual artifacts related to colored light. - Bounce Light rays up to 20% faster, shadow pass writes less data. Overall this was a pretty chunky update, while many systems started with the ideology of taking advantage from screen space methods in the end a lot of the rc lightmap needed to be reworked because the "patches" for many of the artifacts introduced by a deficient mix of a global yet not world anchored lightmap system and let alone experimental ended up adding extra cost much more than simply making a unified scene regardless of screen space. Thanks everyone for the feedback provided in earlier verions!