Some more plant-related stuff, no surprise here. I’ll enumerate the various blocks I designed the last couple of days.
Potatoes
I re-designed most of the normals and heightmaps for the various stages of potato growth. Here are some screenshots with various shaders, showcasing potatoes and farmland.
BSL v8.0 Chocapic v9.1 PBR test Chocapic v9.1 PBR test Chocapic v9.1 PBR test Continuum 2.1 alpha build 12 Continuum 2.1 alpha build 12 KappaPT T6 KappaPT T6 Kappa v4.0 T2a Kappa v4.0 T2a Kappa v4.0 T2a Kappa v4.0 T2a Kappa v4.0 T2a Kappa v4.0 T2a MollyVX MollyVX SEUS PTGI HRR 2.1 SEUS PTGI HRR 2.1 SEUS PTGI HRR 2.1 SEUS PTGI HRR 2.1 Spectrum Spectrum
Sea pickles
BSL v8.0 BSL v8.0 Chocapic v9.1 PBR test Continuum 2.1 alpha build 12 Continuum 2.1 alpha build 12 KappaPT T6 KappaPT T6 Kappa v4.0 T2a Kappa v4.0 T2a MollyVX SEUS PTGI HRR 2.1 SEUS PTGI HRR 2.1 SEUS PTGI HRR 2.1 SEUS PTGI HRR 2.1 Spectrum Spectrum
Red Mushrooms
BSL v8.0 BSL v8.0 Chocapic v9.1 PBR test Continuum 2.1 alpha build 12 Kappa v4.0 T2a Kappa v4.0 T2a MollyVX SEUS PTGI HRR 2.1 SEUS PTGI HRR 2.1 Spectrum Spectrum
Poppies
BSL v8.0 Chocapic v9.1 PBR test Continuum 2.1 alpha build 12 KappaPT T6 MollyVX SEUS PTGI HRR 2.1 Spectrum Spectrum
Rose bushes
BSL v8.0 Chocapic v9.1 PBR test Continuum 2.1 alpha build 12 KappaPT T6 Kappa v4.0 T2a Kappa v4.0 T2a Kappa v4.0 T2a MollyVX SEUS PTGI HRR 2.1 Spectrum
Peonies
BSL v8.0 Chocapic v9.1 PBR test Continuum 2.1 alpha build 12 KappaPT T6 Kappa v4.0 T2a Kappa v4.0 T2a MollyVX SEUS PTGI HRR 2.1 Spectrum
Quite a lot of new, reworked stuff. I might revisit some of the existing double-height plants I showcased the last couple of weeks to adjust the stems, but nothing too ground-breaking.
You can see most shaders get on quite well with the normals, POM, and sub-surface scattering on such plant-related blocks. Sub-surface scattering is usually hardcoded on those though, but just in case Vanillaccurate has SSS values on the LabPBR variant anyways. It’s mostly useful for blocks that aren’t usually hardcoded as such (like diamond or obsidian), some shaders already offer to choose between hardcoded SSS, LabPBR texture-defined, or both (much like some already offer the same for emissives).
Anyways, a bit more to do then I can share a whole new version to you guys and gals. Stay tuned, stay safe!