Defined PBR - The Garden Awakens Update
🕑 Added 2024-12-05 02:05:59 +0000 UTCThe pale garden drop has finally released, and with it comes a new Defined PBR update with support for the new blocks and the Creaking!
I've fixed rendering issues with hanging pale moss as well, preventing the texture from mirroring when using RTX. Aditionally, I've adjusted the Ray Tracing render distance warning to only trigger at 24 chunks or above, and include a much more useful warning message. This more accurately describes the issues that arise from potentially overloading the chunk buffer at high render distances.
The Creaking has had it's rendering issues completely solved as well, along with emissive entity support with BetterRTX!
Speaking of BetterRTX, I've been working on finalizing the feature set for the 1.3 version update. I'm going to be attaching another rtpack archive for this new version just as before, where you just need to drag the file onto the installer GUI to install. Here's what's changed:

Enchanted items and armour will now emit light on the surrounding environment.
Held items and first person hand will no longer cast a shadow from point lights.
Emissive entities now support colour tinting for their emission colour. After this change, experience orbs should now emit green light!
Blocks and entities that incorrectly act like glass and refract light have now been fixed. Copper grates and frogspawn are among the blocks that have been fixed. However, these surfaces now experience backface culling. I'm curious to know if you find this tradeoff to be acceptable!
Finally, in addition to supporting the new pale garden features, this update to Defined PBR includes further progress in remastering all PBR textures. Over 400 textures have been improved in this update, including all logs and their variants, all planks, diorite and granite, redstone blocks and dust, prismarine, bamboo, terracotta and more!
I'm eager to hear your feedback on everything that's changed, especially on the new block fix in BetterRTX! You can find all of the files you'll need to test it all out attached to this post.
Comments
BeachlessBear
Will the Defined PBR pack have glowing ores again in bedrock?
MADLAD3718
I'll look into this as soon as I can, will update the thread here once I've fixed it.
Fernando Rojas
Phantoms are purple and black for me
Devon Millard
Glowing armor, weapons enchants
MADLAD3718
I don't have access to the files within Actions and Stuff so I won't be able to take a look. For now you can try placing Defined PBR at the top of the resource pack list. I can try to contact Oreville about the issue but I doubt they'll be willing to provide me files to send them a fixed version.
Nahum Flores
Can you fix the red eyes bug on the wolves when I use the new action and stuff?
MADLAD3718
What exactly isnt working for you?
Devon Millard
Oh I see yea still idk why but don't seem to work for me running 1.3r3 tried the one posted here too to see if the one here was differnt then the installer but still no go
MADLAD3718
I mentioned that enissive enchanted items and armor is a feature I added to BetterRTX. For armour it only works in third person since it doesn't render in first person.
Devon Millard
I keep rereading the post are you working on your own project that gives the glowing weapons armor and enchants that's seen in the picture above that hasn't been released yet
Devon Millard
I get my torches and such with it just no armor weapons enchants
Devon Millard
I've got atlas but I don't get the glowing armor weapons enchants with it
MADLAD3718
You only need one of the two packs, and I believe the ideal setup is to place the dynamic lighting pack at the top of your resource stack.
Devon Millard
Does your pack make edits to the values should I load yours after atlas pack and glowing items
MADLAD3718
At the moment dynamic lighting functionality requires an additional resource pack to enable. I recommend Atlaz's Super Dynamic Items, or Glowing Items 3D.
Devon Millard
i just installed this and im not getting any of the dynamic light from armor weapons or held items also running with the attached betterrtx preset provided
Smiletrap
Gotcha, thanks for the info
MADLAD3718
Internally I had it implemented but ran into a few issues, so I reoriented my focus elsewhere. Improved bloom will likely be deferred to release at a later time.
Smiletrap
By the way, when do you think you'll be implimenting Veka's version of the bloom material for BetterRTX?
Smiletrap
Love the updates!