- Consistent sky reflection
- Fixed bad fog texture downscaling
- Fixed normals for entities when Auto Bump is enabled
- Further HDR and eye adaption improvements
- Added indoor/cave fog
- Different emissive light strengths
- Code cleanup
2021-02-02 19:53:29 +0000 UTC
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I couldn't recently thank everybody that joined my Patreon just in time, so that's why I am writing this post:
I wanna thank everybody that recently joined my Patreon!
Expect more updates to come. Just be patient, university is just currently kicking ass xD
2021-02-02 11:37:09 +0000 UTC
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Hi!
I now created a project board on github for those who are curious enough to track the development of projectLUMA.
I'll post issues like feature requests, improvements and bugs in there.
2021-01-12 19:34:47 +0000 UTC
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- Added feature Eye Adaption
- Fake HDR clouds
- Enabled Vignette by default
- Readded Fake Indirect Light
- New Bloom
2021-01-05 20:17:56 +0000 UTC
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Do you like the effect like when you look at a dark spot the overhaul image gets brighter? Or do you prefer the brightness to be consistent? Generally asking for gameplay, not just for the looks.
The only advantage to use eye adaption would be it'll allow more playground for the tonemapper like contrast. Think it of like an adaptive tonemapper.
2020-12-29 21:14:47 +0000 UTC
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- Color adjustments, mainly so that caves aren't pitch black
- Improved falloff for directional lighting
- Fixed normals for entities/mobs
2020-12-28 23:05:10 +0000 UTC
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There might some be updates incoming...
2020-11-19 21:27:00 +0000 UTC
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You probably were wondering where I disappeared. To sum it up I've been super busy preparing for exams. I'm (almost) done with them. Here you have a new shaderpack update:
- Added feature Directional Lighting
2020-03-21 15:31:10 +0000 UTC
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- Fixed dither pattern on hand when VL is enabled
- Updated submenu shadows
- Removed sky rotation stop after 12000 ticks
- Added experimental feature "Simulated Subsurface Scattering" (SSS)
- Downscaling instead of lodding for fog
2019-12-15 13:37:54 +0000 UTC
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2019-12-02 00:07:21 +0000 UTC
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I'm sorry for the lack of updates, I've been really busy with university stuff.
commit (origin/v1.34, v1.34)
Author: DeDelner
Date: Tue Nov 19 18:55:14 2019 +0100
- Light scattering is being rendered in half resolution
commit (origin/v1.33, v1.33)
Author: DeDelner
Date: Mon Nov 18 18:43:52 2019 +0100
2019-11-30 13:39:22 +0000 UTC
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The new updated has been released to public. This version includes extra settings for my Patrons. You'll find these settings in the shaders options.
Here's a list of the full changelog:
- New tonemapper (Uncharted 2)
- Added stage spidereyes
- In case torchlight doesn't work in Minecraft, emissive entities will be lit properly
- Changed water and ambient col...
2019-11-09 13:43:44 +0000 UTC
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commit (HEAD -> v1.31, origin/v1.31)
Author: DeDelner
Date: Sun Oct 13 15:50:26 2019 +0200
- Updated shader options and code cleanup
commit (origin/v1.30, v1.30)
Author: DeDelner
Date: Sun Oct 13 14:55:23 2019 +0200
- Fixed reflection glitches
commit (origin/v1.29,...
2019-10-23 21:04:55 +0000 UTC
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2019-10-20 13:48:04 +0000 UTC
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commit (HEAD -> v1.24, origin/v1.24)
Author: DeDelner
Date: Sat Sep 14 11:16:59 2019 +0200
- Medium is the new default profile
- Enabled soft shadows for Medium profile
- Set SSR Method on Reflected Vector for Medium profile
- Enabled rain puddles on Cinematic profile
- Slightly stronger beacon beam
- Inverted POM depth slider (higher mea...
2019-09-14 09:34:12 +0000 UTC
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Also I've been thinking of a hardcoded PBR format, which any resource pack will have PBR.
2019-09-07 23:22:42 +0000 UTC
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2019-08-25 11:15:10 +0000 UTC
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v1.20
Date: Fri Aug 23 21:27:05 2019 +0200
- Updated Environment menu
- Updated .lang file
- Fixed wrong color formats
- Added Volumetric Light quality control (Low, Medium, High)
- Removed sunflares, since Bloom basically replaces ...
2019-08-23 19:40:07 +0000 UTC
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Yo,
my apprenticeship/dual study has just begun and that means I won't have that much time to work on luma but no worries, I'll continue developing on it. Just a little bit slower. Like for now I've been havily changing the tonemap and luma's color prcessing in general.
Also a notice for my 5$ patrons: I might move the project to GitHub, since I discovered that VCS is really q...
2019-08-10 10:41:03 +0000 UTC
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- Added feature dirty lens
- Warmer ambient color
- Blue fog
- A little darker ambient light
- Reduced film grain amount
- Added feature rain puddles
- Changed PBR roughness curve
2019-07-30 22:50:19 +0000 UTC
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2019-07-25 11:44:07 +0000 UTC
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I'm back from vacation following with a new version. Sorry for the long break.
- Globalized code
- Added temperature slider
- Added torchlight temperature slider
- Added feature waving water
2019-07-20 15:48:14 +0000 UTC
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Nothing much new but I wanted to post this before I go on a 10-days vacation.
- Added stage spidereyes
- In case torchlight doesn't work in Minecraft, emissive entities will be lit properly
- Changed water and ambient color
- Replaced motionblur with reprojection based motionblur
2019-07-04 00:34:32 +0000 UTC
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Out of curiosity, I implemented a FXAA Shader to Luma. This one is a little bit experimentally though because in order to run the code, a higher OpenGL version was required. I'm not sure how well the shader runs compability wise, so that's why I'll let you test it.
2019-07-01 13:00:23 +0000 UTC
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I think everyone waited for this for a long time. But here it is. projectLUMA got finally released.
But the development will continue and my Patrons will get new updates really soon.
2019-06-27 23:40:14 +0000 UTC
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2019-06-09 13:45:10 +0000 UTC
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OK so before Luma hits public release (v1.00), I need to make sure everything works fine. I want all my Patrons to inspect Luma and tell me if they found anything behaving wrong.
Changelog:
- Fixed lines in the sky when FOV is higher than 70
- Slightly more blueish ambient color
- Improved torchlight lightmap
- Changed torchlight color
- Swapped sunset skybox
...
2019-06-08 21:19:18 +0000 UTC
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Hey my Patrons,
I just want to inform you that projectLUMA is now in the finalization process. The main part (core) is done. Features like night vision depth of field and other stuff will now be added. Nether is working too, but the code is already outdated compared to the overworld. I need more time for that, especially gameplay optimization. I mean I'm even taking care that the water i...
2019-06-01 14:02:25 +0000 UTC
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