Bamboo, Sugar Cane, Sun Flowers, Quartz ... and more
🕑 Added 2021-05-04 15:13:57 +0000 UTC
Hey!
Please check out the images above - in full-screen (there are a lot of details)
First, let's talk about YouTube: I've been thinking of starting to make videos again - but on a new channel with a different name. There is just so much weird MCPE stuff associated with "umsoea" now, that I'm actually kind of ashamed to still use this username.
Here are a few "survival-friendly" textures that made:
(downloads are at the bottom of this post)
- bamboo: I did not want to make a more "round" model for the bamboo stem, that's just going to lag and have weird lighting glitches. I just went with the cubic vanilla model. To make the bamboo forests look more natural, I used 5 different random models/textures. Make sure to have "Alternate Blocks" enabled in the Detail settings.
- sugar_cane: Similar to bamboo, but a bit more yellowish. I first tested using 2D planes just like the vanilla model - but that looked really strange. I can't add more randomness to the position of the individual sugar cane stems - this would mess up the vertical tiling.
- sun_flower: I used POM to make it look a bit more 3D. In the images you can see that the flower's center part (where the seeds are) is casting a small shadow onto the yellow leaves. I added multiple sizes/heights for more variation. Requires enabling "Alternate Blocks" in the Detail settings.

- reworked oak/dark_oak leaves - They look a bit more neutral now, I also added sticks (similar to the birch leaves). They still don't look like real "oak" leaves - they are actually from an apple tree. In my mind, minecraft's "oak" trees have always been apple trees.
- quartz: The texture is not photographed - it's made in Substance Designer. I tried to replicate this "crystal"-like effect of quartz. Looks a bit like ice to be honest.
- vines: I used the model from the rendering series and adapted it for survival use. It can now tint, depending on the biome. Looks cool in swamp biomes.
- grass_path: Grass overlays onto grass_path (connected textures have to be enabled for this to work)
- podzol: It's not seamless because I also used random blockstates. - To minimize visibility of texture repetition. I think it looks really atmospheric in large spruce forests and bamboo forests.
- dandelion
- a few other flowers.
- granite and andesite, both kinda ugly.

- performance should actually have improved in some biomes, I optimized the grass models.
I think the survival textures are somewhat usable now.
Before I finish this project, I'd like to have most of the overworld vegetation completed.
My progress on learning how ray/path-traced shaders work:
In my last post, I created a renderer with ray-traced shadows, reflections and glass refractions. Every frame calculates a completely new, pixel-perfect image. This approach only works for simple effects that can be calculated perfectly. For example, to calculate a 100% sharp shadow, we just need to shoot a ray from the surface to the light-source and check if there is something in between that's blocking the light. (0 or 1, nothing in between)
This only works for infinitely small light sources. Any real light source has a certain radius/size and thus creates soft shadows. The larger the light source, the softer the shadow.
Calculating soft shadows
We would need to shoot infinite rays from the surface towards all possible points on the light source and then average all the results. We would get a value between 0 and 1 which tells us how much of the light source is exposed and illuminates the surface. 0 is completely blocked. 1 is completely exposed. and everything in between means that there is a soft shadow visible there.
Noise
Because we cannot do infinite checks, the best thing is to choose random points on the light source. Here we finally introduce noise. Noise just means that something is sampled randomly. In our example, this means we shoot a ray from the surface point towards a random point on the light source.
For every pixel, we choose a different, random point - this is the reason every pixel has a slightly different level of brightness.
Accumulating Frames
Now we have soft shadows but a really noisy image.
The easiest way to reduce noise is to just average multiple images/frames.
The noise is different on every frame so when you average them, they "smear" over time and slowly converge to a single correct value.
A good comparison would be a real camera:
The longer the camera aperture opens to take an image, the more the electronic noise caused by the sensor is "smeared" over time and you get a clean image. But longer shutter-speeds also mean that everything that moves is "smeared" as well. This is one of the reasons - besides TAA and denoising - why shaders like PTGI have visible "ghosting" when you move.
Global Illumination
Light is infinitely complex. Light rays bounce around many many times until they loose all their energy. Calculating this cannot be done with super basic raytracing - it cannot be calculated, it can only be approximated by averaging A LOT of random checks/samples. (Monte-Carlo-Theory)
What's the difference between Ray and Path-tracing?
Ray-tracing is just a general term for calculating things like intersections with vector-mathematics. Path-tracing is just a special/advanced use of ray-tracing.
During Path-tracing, we follow one possible path of a light ray - it can reflect, refract, scatter, be absorbed etc.... And at the end we get an RGB value that describes the brightness at this specific pixel. By doing this many many times randomly and for every single pixel, we get a clean final image - the average of all the individual light paths.
This takes a lot of time and is just an approximation of something infinitely complex that cannot be calculated directly.
The goal was to code a simple Monte-Carlo path-tracer in minecraft. That's done now.
I don't want to dive any deeper into graphics programming for now. - I was mostly interested in the "geometric" aspect. More advanced topics like BRDFs, denoising and optimizations require a lot more math and system level understanding.

Added a debug screen that displays a few technical values such as the light source storage or the auto-focus distance, etc.. The image on the right is an "infinity mirror room". 4 spheres and 2 blocks of orange glass, surrounded by iron_blocks (mirrors). The auto-focus for the DOF is also working through reflections and through glass. There is an option to switch between different auto-focus modes. (focus glass surface directly, ignore glass and focus whats behind, focus what's visible in reflections)
Downloads:
- "survival-friendly" textures v0.5: 256x 512x
It should work on anything from 1.13 to 1.16, I mainly use SEUS Renewed 1.0 or PTGI for the screenshots. - my test shaders: soft_shadows global_illumination
Comments
Hold_Up 홀드업
1.20 ver plz !
XTRM XPRT KILR
you need to use it with the other r14,15,16
Fakey
I bought the 2 dollar membership, do I need a higher one in order to get the pack
SN vlogs SNBcoolvids
why doesnt r17 work (512x)
ellis furman
i spent 10 dollers for this umsoea pack
ellis furman
hello
I downloaded the texture pack and I can't upload it to Minecraft pls help me I spent $5
scroll all the way down to the bottom of this post under downloads and click on the blue text to download the chosen pack
how to downlod i paid 5 dolars where resource pac
Hey Jaco! I'm going to assume that you have solved this problem, But in the case that you haven't, All you need to do is look for the hyperlinks in the post above that say "256x" and "512x". These links are located under the "Downloads:" heading in the post. Sorry if you didn't need help.
Where can I download the texture pack?
yo también no se como descargarlo :(
como lo descargo?
put the 2048x here this is the highest tier there is no other access
Kaden Wolfenden
BRA I CANT GET THE FULL VERSION EVEN KNOW I BUT THE BEST TEIR THIER IS REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
Alex
Do you know how I could use these textures in 1.18? Not necessarily an entirely new 1.18 pack, but a way to get the existing textures to work in the current version of minecraft.
Hi guys, is there any previous texture for characters in the game? Like monsters or villagers?
David Villegas
post date 2021 may, this is basically an old broken project, "i dont make resource packs"
1.18.2 ????
servers
nah just minecraft serers probs
when ever I try and load your texture pack with a shader it just crashes and i have a 3070 ti so it shouldn't be due to graphics.
am I missing something my tools aren't looking any different than original Minecraft but my armor is can someone help?
i hope this won't blow up my pc!
i installed r 17 1024 and now chiuckens are spheres how can i fix it?
same for me
Enrique Castillo
Ive installed in Minecraft 1.16.5 and it works great! the enchanting table looks amazing but the book on the table is just showing the vanilla version. i hope you can update it because i love the look of the enchanting table and stuff. thanks for making these texture packs.
It appears black where the books should be
The bookshelf isn't loading right
ghjf v
Do you have any texture pack for minecraft 1.18?
lmao
Lix Tertrax
i love me an insane texture pack on mobile eh
umsoea
Hey, as mentioned in the guide my content was made only for Minecraft Java Edition 1.14.4 on PC. Anything else will not work properly. My content was very experimental and thus breaks very easily.
Heya uh how can you download it and put it into Minecraft Mobile 1.17.40
umsoea
Try placing a lightsource (glowstone or endrod). Could also be a driver issue (amd mesa) which breaks my lighting system
When I disable demo scene on the soft shadow textures my screen goes black Im on minecraft 1.16.5 and am using a rx 6600xt
umsoea
add me: umsoea#8675 or join the server: https://discord.gg/J2SDtqU
Hey How Can i get Your Discord?
its called money
Hiii love 6##];08==0%8-{(
ma men
how do i get like... teh full pack
umsoea
Sorry for the late reply. There are no 2048x versions for the content from this post. The highest is 512x.
are there no 2048x packs?
The download link could not be opened
Yassin
I've seen a lot of videos saying MCPE Umsoea but you can actually take them down quite easily
umsoea
Did you refresh the resource-pack menu after copying the .zip files?
The resource packs aren't appearing in the menu.
can you send a link to these?
it doesn't work with 1.16.5
thank you
umsoea
The first image of the bamboo and sugar cane is with PTGI (E11). The top right bamboo screenshot is Kappa shader (v2 i think).. The rest is Seus Renewed 1.0 or PTGI HRR 2.1
what shaders are you using in the photos?
what about 2048x?
umsoea
There are download links in this post. (At the bottom. the links to 256x and 512x)
how do I download?
umsoea
You could upload them on sites like imgur and send me a link, or post them on our discord server, if you have discord: https://discord.gg/J2SDtqU
off course! where can i send you these?
umsoea
Could you send me screenshots? so I can see what's wrong
all my textures look bad.. fix??
we need 1.16.5
how do i run this on my low end pc ROG gaming laptop
We need 1.16
I am a player from China, and my English may not be very good. The author forgives me. I am very grateful to the author for his efforts to make the material better. I wonder if the author can add some indoor textures. For example, the texture of tables and doors, lights, beds, etc., will make the interior more realistic. I am also very satisfied with the purchase and will continue to support it in the future!
What are you going to retexture for the next update? I'm hoping for all the furnaces to be retextured, crafting tables, Smithing tables, ender chests, and the rest of the armor sets/tools. Regardless, I'm really happy with the purchase, and I think you did a very good job on this! No pressure by the way. Take your time!
VIPUL
And What about 1024x...?
Devilswarchild
its starting to make Minecraft feel more life-like and I'm absolutely here for it!!!!
The bamboo looks beautiful