[Tutorial] Texture and Color [World Renderer - Forge 1.19.4 / 1.20.1]

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Last seen on 12:36, 1. May 2024
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[Tutorial] Texture and Color [World Renderer - Forge 1.19.4 / 1.20.1]
Mon, 01/15/2024 - 13:12 (edited)

Texture:

If you need to use texture for rendering, use this procedure before rendering

  • "ID": Your mod ID. See below
  • "name": It is a texture name. ".png" is not necessary. For example, if a texture name is "diamond_block.png", you need to input "diamond_block"

Here is an example to set texture and render skybox

Moreover, these procedures allow you to get image width and height of a set texture. Use it after setting a texture


How to import textures:

Textures will need to be import as texture type "Other"


How to make sure your mod ID:

  1. Click the tab "Workspace" (Left upper)
  2. Open the "Workspace settings"
  3. See the item "mod ID / namespace"


Color:

World Renderer defines color with RGBA values. The values need to be integers and be from 0 to 255 (decimals don't work)

If you use procedures, which get color of air, fog, foliage, etc., don't need to set RGBA values


Blending:

Blending defines how to mix colors

Note that it is not possible to use for the fog color

  • "ADDITION": Each RGB values of an object and background is added. As results, The object will get a brighter color like glowing
  • "CLOUDS": The mixed color is defined based on the object's alpha value. When clouds are rendered, it is used but is almost the same as "DEFAULT"
  • "DEFAULT": The mixed color is defined based on the object's alpha value. If you don't alter blend mode, it will usually be used
  • "MULTIPLICATION": Each RGB values of an object and background is multiplied. As results, The object will get a darker color

Edited by sumeshi0216 on Mon, 01/15/2024 - 13:12