Minecraft Acid Interstate V6

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Published on ● Video Link: https://www.youtube.com/watch?v=qEODV1m0sJg



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Song: TOPAZ - Turn Around
   • TOPAZ - Turn Around  

This thing was a PAIN to get out. I started this right around when V5 was finished, and it took way too long to actually finish up.

Special thanks to BruceKnowsHow, JoshTheB, Ryry1002, TOPAZ, and everyone else in Bruce's discord for supporting me through to the end of this project.

All the terrain was generated in 1.20.4 with the Moderner Beta mod. Here are the seeds if you so desire:
Section 1: 2048975776 (normal, near 0,0 terrain)
Section 2: 1048576 (x - z - corner)
Section 3: 1841363378 (x + edge)
Section 4: 17179869184 (x - z - corner)
Section 5: 4398046511104 (x - z - corner)
Section 6: -8375875844959452503 (x + z - corner)

Mods used: Bobby, C2ME, Iris, Sodium, ReplayMod, Chunky, Moderner Beta, WorldEdit
Resource Pack Used: Golden Days

Instance Folder Download: https://mega.nz/file/tx0GTZxZ#vOBOP5QF4EAqrABb_ygtVgXIw27CyuJkos3XKEoW8Ik

Where do I even begin with this stuff...
The whole thing took an obscene amount of time to render. ~3 days for the base footage, and another few hours to render the final video. My poor laptop went through the ringer to make this thing.
The idea for making this stemmed from a few places: Riley's music video for Turn Around, Josh's V5, and the idea of having the sun roll around on the inside of a spiral. From there it was just hashing out the details.
It was fairly intuitive from the outset. The way JoshTheB made the shader, modifying it was extremely easy. The most I had to do was figure out how GLSL worked. I may have made some bad code along the way, but it works. I think the hardest part was getting the sun to behave the way I wanted it to.
I wanted the sun to be able to reactively move around the sky, and doing that was simple enough; there was a time and twist angle override. The hardest part was coding the 'wobbles'. I needed to do VECTOR MATH to find a formula that works there at all, since I wanted the side-to-side wobbles going around an equator, instead of just twisting around the vertical axis. Then there was a whole thing about it not working (    • Misbehaving Sun (Shader WIP)   ), where the change was a SINGLE SIGN FLIP.
Then there came generating the terrain. I started out, with JourneyMap, marking out the corners of sections and manually generating all the chunks. (It was tedious, I had no idea Chunky existed at the time). I decided to mod out all the 'anachronisms' so that all the terrain could've been generated in actual Beta. (I missed the beehive on the birch tree at ~1:02, but it's whatever.) So WorldEdit came in clutch.
I also wanted it to be higher render distance. (I was floating the idea of 64 chunks just to keep the visible area at 32 chunks bare minimum at all times, but I scaled it back to being clamped to 32 chunks, but being 42 under the hood (and 48 with the footage), so unrendered chunks don't bend out of the fog (something that bugged me about V4). C2ME seemed perfect, but made ReplayMod crash after it rendered a particularly intense section (Section 3). So, begrudgingly, I swapped to Bobby, and all the stability problems were resolved.
Or so I thought. There were hitches in the final render (see below). So, I had to go in and RE-RECORD certain sections, just because world loading and lag showed up in the render.
Everything that could've gone wrong did, but I still made it through.

Unlisted Supplementary Material
===========================
Torch Sync Test:    • Acid Interstate torch sync test  
Twist Deformation (Used in sections 4 and 6):    • twistDeformationTest  
WIP 07/23:    • acid interstate v6 wip 07/23/2024  
WIP 09/04:    • AIV6 wip 09/04/2024  
Final Look test render:    • Acid Interstate test render  
A version of just the raw replay footage (has visible 'hitches'):    • BADcid interstate v6