An issue with the shader that caused the entire screen to be black with some graphics cards has been brought to my attention. Thanks to some super sleuths on Discord, we were able to find and resolve the cause of this issue. As of the time of this comment, the world download on Planet Minecraft has been fixed. Another issue that caused players to start in Creative mode (even though the default gamemode was set to adventure) has also been fixed
I was wondering why the noise seems like a repeating pattern. Now I realised it's the compression trying its hardest. I think most of the other strange artefacts (for example how if you pause, it's not clean noise but has some evident boundary areas) are also from compression. A coarser noise resolution might work better on video
Its because most of the noise is static. And the part of the noise that is moving, is moving in a predictable way.If you were to randomly change the color instead of moving the pixels, than youtube would crap itself with compression artifacts.
@@Maplaplaplapla The core goal of this method of video which disappears when paused was to *not* break the compression, because prior naive approaches did, and it broke the illusion.
You have all noise moving down. This makes an environment difficult to make out. Hove horizontal surfaces move the noise downward on your screen, while north/south pointing makes noise move right and west/east surfaces make noise move left.
@@DqwertyC calculate some rough normals by projecting vec3(screen_x, screen_y, 1.0) times float LinearizeDepth(float depth) {return 100./(1000.1-(depth*2.-1.)*999.9);}, with depth from DiffuseDepthSampler and TranslucentDepthSampler. Sample projected points for the current pixel, one to the left/right, and one to the top/bottom. norm(cross(norm(left-cent), norm(up-cent))) is your guy. I made a slightly jank skulk shader so I have this information on hand
Bet. If you want to screenshot it, you have to take a picture of the movement. Now, obviously you cant do that because the noise is moving down and you cant make out an environment. However, you can stack two of the same videos together and have both at 50% opacity, with one inverted and slightly ahead of the other video by a few frames, and you can get an effect that lets you screenshot. You may need to add a filter to see it better, but it’s all possible in even the simpler video editing software, like CapCut.
If you want a really clean and simple way to do it, save 2 frames that occur right next to each other. Load them up in Gimp as 2 layers and set the top one's layer mode to Difference. The background will now be solid black. By the way, on the browser version of youtube you can right click the video twice to get a copy/save frame option.
This mod is the equivalent of your friend who doesn’t was their hands after eating Cheetos trying to show you a meme on their greasy phone screen. Lmao
I was following that series as well, had to click on this video as soon as I saw the thumbnail XD Looks really interesting! I'm wondering what's the criteria to make the shift go upwards or downwards...
Colored pixels on transparent blocks shift upward. Solid blocks are mostly static, but by setting pixels in the block's texture to be semi-transparent, those pixels will shift downwards. Entities and most UI elements shift randomly, providing a more traditional 'static' effect
I did try something like this in the early testing - angle of noise was determined by hue, and speed was determined by whatever the V means in HSV. It was a bit of a mess with anything more complicated, but worked fairly well in a world that only had concrete and wool blocks
There's a reason the entire map is in an enclosed space... With regular terrain generation, the effect will ignore fog, so the render distance is whatever the players settings are
I used this same concept to make a little demo 3D space in GameMaker after I first saw some videos like this a few years ago. Was planning to make some sort of horror game out of it, but never bothered to continue
Would be interesting to have 3 overlapping noise patterns in each or red, green and blue so that they could change the speed at which they refresh (move) in order to depict colour.
I wonder how hard it would be to beat the game with this resource pack Edit: Oh, most of the blocks don't have textures in this. Would be cool if a full texture pack could be made
Are you using the pixel coordinates and time as the input for a hashing function? If so (or if it's something similar), is there any particular reason why you don't have larger pixels?
It basically has to do with the order different layers are rendered to the screen. With larger pixels, there's no way that I've found to avoid partial pixels along the diagonals between different shader passes (so along the horizon there'd be a noticeable region of shorter pixels, for example). You can get larger pixels by putting your game in fullscreen but reducing the 'fullscreen resolution' setting to something smaller than your actual monitor
In some places I could definitely still see the image when the video was paused…. I think this may be because the original brightness of each pixel is somehow factored into the noise? But this is really cool anyways!
Thats so cool! How do you think it would look if the shift speed was dependant on the brightness of the pixel? I think it could make seeing details better
Yeah, that has to do with UA-cam's compression trying to find patterns in the nose to make the file smaller. Those artifacts aren't there in the resource pack
That could work! The only reason humans can 'see' things with persistence-of-vision is that our eyes effectively have an exposure time longer than 1 frame. (This is an oversimplification, but it's similar principles)
There are definitely a few different ways to do it - some tools can show the difference between two frames, and it is small enough to probably copy pixel by pixel. I suppose someone could just disable the resource pack if they wanted to skip the challenge, but where's the fun in that XD
I made all the other mobs Invulnerable, but forgot the villager XD. The room (and trades) should reset if you leave and come back to try and prevent soft locks like that though...
No, it should be adventure mode... I just double checked and re-uploaded the map to be sure. Cheats should be enabled, so you should be able to switch the game mode yourself on the old map, or download the new one
@@DqwertyC thanks, trying that now! though, another thing to point out, the resource pack does not seem to be compatible with Sodium, if that issue hasn't been mentioned to you yet. i'll play the map on vanilla instead, though!
the noise isnt actually darker, that's youtube compression messing with it, because of limited bitrate it doesn't update moving stuff perfectly, which is not really problematic for normal videos, but sucks for edge cases like this
This is by far the worst trend on UA-cam. Yes you made it impossible to screenshot, but why? No seriously, why? And who cares? It looks noisy as hell, it hurts my eyes, there is no colour at all, it looks disgusting. You could have done better, by making all the blocks invisible but visible when you walk or move the mouse.
An issue with the shader that caused the entire screen to be black with some graphics cards has been brought to my attention. Thanks to some super sleuths on Discord, we were able to find and resolve the cause of this issue. As of the time of this comment, the world download on Planet Minecraft has been fixed.
Another issue that caused players to start in Creative mode (even though the default gamemode was set to adventure) has also been fixed
i played the world myself and it happened to me too, i then later set my brightness to 8000 and it worked like normal
STATICNOISE
"clearly" is a bit of a stretch xd
184view vid eith CMM on it
whoa. i was not expecting crafty here!
well the video compression is certainly not helping
a wild crafty appears
yeah lol
I'm honestly amazed at how well youtube is handling so much noise on screen without the compression just freaking out.
I was wondering why the noise seems like a repeating pattern. Now I realised it's the compression trying its hardest. I think most of the other strange artefacts (for example how if you pause, it's not clean noise but has some evident boundary areas) are also from compression. A coarser noise resolution might work better on video
Its because most of the noise is static. And the part of the noise that is moving, is moving in a predictable way.If you were to randomly change the color instead of moving the pixels, than youtube would crap itself with compression artifacts.
vp9 doing its magic
@@Maplaplaplapla The core goal of this method of video which disappears when paused was to *not* break the compression, because prior naive approaches did, and it broke the illusion.
You have all noise moving down. This makes an environment difficult to make out. Hove horizontal surfaces move the noise downward on your screen, while north/south pointing makes noise move right and west/east surfaces make noise move left.
That might work! I'm not sure how I would go about extracting that sort of information from the values I have access to in a shader, though
@@DqwertyC an idea: at the end of the map put some boss fight
@@DqwertyC I may be wrong but wouldn't you just need the face normals for this?
@@DqwertyC calculate some rough normals by projecting vec3(screen_x, screen_y, 1.0) times float LinearizeDepth(float depth) {return 100./(1000.1-(depth*2.-1.)*999.9);}, with depth from DiffuseDepthSampler and TranslucentDepthSampler. Sample projected points for the current pixel, one to the left/right, and one to the top/bottom. norm(cross(norm(left-cent), norm(up-cent))) is your guy. I made a slightly jank skulk shader so I have this information on hand
How my elbow feels after hitting it on the table corner:
or after sleeping on my arm
Bet. If you want to screenshot it, you have to take a picture of the movement. Now, obviously you cant do that because the noise is moving down and you cant make out an environment. However, you can stack two of the same videos together and have both at 50% opacity, with one inverted and slightly ahead of the other video by a few frames, and you can get an effect that lets you screenshot. You may need to add a filter to see it better, but it’s all possible in even the simpler video editing software, like CapCut.
If you want a really clean and simple way to do it, save 2 frames that occur right next to each other. Load them up in Gimp as 2 layers and set the top one's layer mode to Difference. The background will now be solid black.
By the way, on the browser version of youtube you can right click the video twice to get a copy/save frame option.
just remove the shader bro
This mod is the equivalent of your friend who doesn’t was their hands after eating Cheetos trying to show you a meme on their greasy phone screen. Lmao
idea for the qr code:
take two screenshots, then compare the difference
Yea that's it.
bro's smart
I had a much stupider idea. Write the QR code down while the game is unpaused XD
possible to have a separate download for just the resource pack?
I've added a secondary download link on Planet Minecraft that has just the resource pack!
This is actually a simple yet interesting concept :O
Too bad youtube compression is not doing this justice.
I can clearly see that this is a pretty neat project clearly
"just use recording software to record you playing the map and screenshot any frame you want" is what i thought, but im stupid asf
I was following that series as well, had to click on this video as soon as I saw the thumbnail XD
Looks really interesting! I'm wondering what's the criteria to make the shift go upwards or downwards...
Colored pixels on transparent blocks shift upward. Solid blocks are mostly static, but by setting pixels in the block's texture to be semi-transparent, those pixels will shift downwards. Entities and most UI elements shift randomly, providing a more traditional 'static' effect
I saw that series as well. Very cool to see applied to MC.
I wonder if it’s possible to indicate color with the noise. Maybe it could use colored noise shifted by each blocks’ pixel hue
I did try something like this in the early testing - angle of noise was determined by hue, and speed was determined by whatever the V means in HSV. It was a bit of a mess with anything more complicated, but worked fairly well in a world that only had concrete and wool blocks
Wouldn’t that just ruin the effect?
Bwahahahahaha!!! Amazing. Just looking at this for 4 minutes is straining my eyes xD
You should do a minecraft speedrun with this shader!
Recording: You didn't have to cut me off!
Maybe you could have a setting to accentuate the effect and allow for more render distance ? It might hurt the eyes a bit too much tho lol
There's a reason the entire map is in an enclosed space... With regular terrain generation, the effect will ignore fog, so the render distance is whatever the players settings are
Really cool effect!
This is so cool! Great video, thanks for making this :)
Your resource pack is sooo cool! Didn't know you could do that! Tried it on different worlds and servers
I used this same concept to make a little demo 3D space in GameMaker after I first saw some videos like this a few years ago. Was planning to make some sort of horror game out of it, but never bothered to continue
Would be interesting to have 3 overlapping noise patterns in each or red, green and blue so that they could change the speed at which they refresh (move) in order to depict colour.
I like how actually figuring out the qr code gives you a completely different result than just disabling the resource pack
Shhh...
I remember playing a game on itch that used this effect for the whole game, it was fun.
I'm glad that someone thought to put this concept in minecraft! Great work
I wonder how hard it would be to beat the game with this resource pack
Edit: Oh, most of the blocks don't have textures in this. Would be cool if a full texture pack could be made
i tried downloading the map but it shows the whole screen as black except a small part of my arm
Are you using the pixel coordinates and time as the input for a hashing function? If so (or if it's something similar), is there any particular reason why you don't have larger pixels?
It basically has to do with the order different layers are rendered to the screen. With larger pixels, there's no way that I've found to avoid partial pixels along the diagonals between different shader passes (so along the horizon there'd be a noticeable region of shorter pixels, for example).
You can get larger pixels by putting your game in fullscreen but reducing the 'fullscreen resolution' setting to something smaller than your actual monitor
In some places I could definitely still see the image when the video was paused…. I think this may be because the original brightness of each pixel is somehow factored into the noise?
But this is really cool anyways!
I had a similar idea after seeing that some video, nicely done!
Thats so cool! How do you think it would look if the shift speed was dependant on the brightness of the pixel? I think it could make seeing details better
Sometimes when I pause the video, I can still see the grid outlines of the wall
Yeah, that has to do with UA-cam's compression trying to find patterns in the nose to make the file smaller. Those artifacts aren't there in the resource pack
some insane 2b2t players are going to use this to hide their base
youtube compression makes me be able to see it when paused
This is cool!
Imagine seeing Herobrine and trying to screenshot
Can I download that shader?
I've got an idea of screenshoting: doing a photo with longer exposure
That could work! The only reason humans can 'see' things with persistence-of-vision is that our eyes effectively have an exposure time longer than 1 frame. (This is an oversimplification, but it's similar principles)
Me.... slow mo
My brain is freaking
Cool and great job.
That's really cool! Thanks
Taking a photo while the video playing seem to circumvent this.
cool stuff!
I'd love to try the QR code thing but I play on Xbox :(
I was hoping you'd show it the video xD
MIGRAINE SPEEDRUN
It looks like the color grey ( or gray)
the qr code is diabolical xD
qr code in this is devious
Impressive
to be able to scan the QR code you could have MS Paint on a seccond monator and draw it out manualy
There are definitely a few different ways to do it - some tools can show the difference between two frames, and it is small enough to probably copy pixel by pixel.
I suppose someone could just disable the resource pack if they wanted to skip the challenge, but where's the fun in that XD
Fast mo looks better
Nice
I don't really see much to be honest
gif screenshots
super fun map!! the farmer was cool (found out you can technically soft-lock the game by drowning him tho :P ) I couldnt read the QR code tho :/
I made all the other mobs Invulnerable, but forgot the villager XD. The room (and trades) should reset if you leave and come back to try and prevent soft locks like that though...
@@DqwertyC true lol
downloaded the map! but... am i meant to be in creative mode? i've already accidentally broken a few things...
No, it should be adventure mode... I just double checked and re-uploaded the map to be sure. Cheats should be enabled, so you should be able to switch the game mode yourself on the old map, or download the new one
@@DqwertyC thanks, trying that now! though, another thing to point out, the resource pack does not seem to be compatible with Sodium, if that issue hasn't been mentioned to you yet. i'll play the map on vanilla instead, though!
Woooooo
哇哇哇。
The only issue I have with this is that since you made the noise darker, you can actually see it when you pause
the noise isnt actually darker, that's youtube compression messing with it, because of limited bitrate it doesn't update moving stuff perfectly, which is not really problematic for normal videos, but sucks for edge cases like this
Imagine trying to fight a creaking in this mess
Lol this is so cool
clickbait it is possible to screen shot and image its just impossible to later see that image
This is by far the worst trend on UA-cam. Yes you made it impossible to screenshot, but why? No seriously, why? And who cares? It looks noisy as hell, it hurts my eyes, there is no colour at all, it looks disgusting. You could have done better, by making all the blocks invisible but visible when you walk or move the mouse.
You must be fun at parties.
W Qualität auf jeden Fall