Hey all, this is HardTop with HARDTOPnet. Let me briefly introduce myself.
I’m a software engineer and computer nerd at heart, always have been. I
I’ve always been very interested in technology and computers so naturally I wanted to have a carreer in that field. I studied computer science in undergrad college.
I’ve worked around 15 years in the broadcasting industry as a software engineer, but I recently lost my job because of a genetic condition which worsened over time. I’m now partly disabled and have to rely on social security/welfare to afford living and treatments. Those can be expensive so I wanted to find a additional source of income doing something I loved. So i set up this blog and started a Patreon for my projects. And here we are!
I’m currently working on a resource pack for Minecraft 1.12 & 1.13+ called HardTop’s Vanillaccurate Pack.
It aims to look very close to the original while providing very detailed features. It also features PBR and POM resources.
I’m also designing two other packs called Realaccurate and ToonAccurate. Check them out too!
Currently supported features are:
- PBR – Physically Based Rendering
- Smoothness (inv. roughness) – most packs use smoothness instead of roughness because shaders will consider a value of 0 if a pack has no “specular” data. Had we used roughness, a value of 0 for all blocks would’ve been perfectly smooth by default.
- f0 / reflectance with hardcoded metals – see LabPBR documents for more information
- Porosity – stored in the same channel as SSS
- Subsurface Scattering – or SSS
- Normal Mapping
- POM – Parallax Occlusion Mapping
All 1.16 blocks/tile entities have been converted. Items and true entities are planned for the next steps, as are 1.17 blocks as soon as Optifine releases.
My pack aims to be LabPBR compliant (see https://github.com/rre36/lab-pbr/wiki/Specular-Texture-Details) but I also provide OldPBR versions so I should be compatible with most shaders.
For more info about what PBR format to use with most shaders, or how to configure shaders, see the instructions on the HARDTOPnet website.
LabPBR implies effects like physically-accurate reflectance (meaning metals reflect light the way they do in real-life), emissive materials (materials emitting light), sub-surface scattering (AKA SSS, defines how non-opaque materials react to light), and porosity (defines how materials look when wet).
Check out what porosity and SSS look like with Vanillaccurate & Kappa shader.
I’ll keep you posted with screenshots & news of the ongoing work as development evolves.
You can reach out to me on the ShaderLabs discord
on my channel #vanillaccurate-realaccurate-hardtop.
You can follow me on my Twitch channel. There I’ll stream from time to time to showcase Vanillaccurate old and new blocks with various shaders. I’ll announce the livestreams on the ShaderLabs discord.