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Minecraft:Light

From SAS Gaming Wiki
(Redirected from Minecraft:Effects of light)
File:Lighting preview.png
Example of light-emitting blocks

Light (or lighting) in Minecraft:Minecraft is a game mechanic that affects visibility, Minecraft:mob spawning, and the growth of some Minecraft:plants. There are three aspects of Minecraft's lighting system: light level, internal light level, and rendered brightness.

Light level

File:Clientlight debug.png
The "Client Light" info line as seen in the left side of the debug screen.

Light levels can be found on the Minecraft:debug screen Template:In next to "Client Light" in parentheses. There exist two main types of light: sky light and block light. Other types of light, not present on the debug screen, are explained in the internal light level section. The term light level may be used to refer to the value of any of the light types.

There are 16 light levels, specified by an integer from 0 (the minimum) through 15 (the maximum).

The game sometimes uses the larger value of the two main light types currently at a block's location for some computations. This is what is known as client light, and its value, displayed after the words "Client Light" on the debug screen, is the number before the parentheses, which is calculated by the formula: max(sky light, block light).

Block light

Block light comes from light-emitting blocks, and spreads using a flood fill algorithm.

The block light level decreases by one for each meter (block) of Minecraft:taxicab distance from the light source. This applies to each of the 3 coordinate axes. In other words, the light level decreases diagonally by the sum of the distances along each axis. For example:

  • If a torch with light level 14 is placed on the floor, the light level of the adjacent floor blocks in all four directions is 13, while the diagonal blocks in all four directions have a light level of 12 (14 minus 1 south, minus 1 east).
  • If a torch with light level 14 is placed on a wall one block above the floor, then the block on the floor that is one block southeast of and below the torch has a light level of 11 (14 - 1 (south) - 1 (east) - 1 (down)).

On a surface, this effect produces a diamond-shaped pattern of illumination around the light source. An image of this can be seen in the section Template:Slink.

Template:IN, when calculating lighting, the shapes of some blocks are detected: pistons, daylight detectors, enchanting tables, farmland, lecterns, stonecutters, dirt paths, snow, end portal frames, slabs and stairs, so that the light passing through them can spread only in specific directions. For example, dirt paths prevent the light from propagating downward, but the light can propagate in other directions.

Sky light

Template:Distinguish

Sky light is a type of light that is spread by the Minecraft:sky. It's not a light source in the natural sense, as it is used mainly for the game's logic computations.

The sky light level for blocks vertically exposed to the sky is 15. Sky light cast onto blocks can spread to adjacent areas using a flood fill algorithm. Sky light is not reduced at night; rather, the spawning of mobs is determined by internal light values.

Minecraft:Opaque blocks can prevent the spread of sky light. By contrast, Minecraft:transparent blocks such as Minecraft:glass and Minecraft:iron bars have no effect on the sky light level. All light-filtering blocks, however, reduce the spread of sky light.

When sky light of a level of 15 spreads down through a transparent block, the level remains unchanged. When it spreads horizontally or upwards, it reduces its level by 1. However, when it spreads through a light-filtering block, it does not follow the above two rules and it attenuates by a certain number of light levels.

Sky light with a level less than 15 spreads in a similar way as block light does: when it propagates to adjacent (including top and bottom, six blocks in total) blocks, it is attenuated until it is 0.

Template:IN, when calculating lighting, the shapes of some blocks are detected: piston, daylight detectors, enchanting table, farmland, lectern, stonecutter, grass path, snow, end portal frame, slabs, and stairs. They have directional opacity, so that the light passing through them can spread only in specific directions. For example, the dirt path prevents the light from propagating downward, but the light can propagate in other directions.

Light-filtering blocks

Template:IN, all of the following light-filtering blocks decrease sky light by 1 level (but do not affect block light).

Light-filtering blocks Template:In
Icon Block
File:Water JE16-a1.png Minecraft:Water
File:Waterlogged Oak Fence.png All transparent Minecraft:waterlogged blocks
File:Bubble Column.png Minecraft:Bubble Column
File:Ice.png Minecraft:Ice
File:Frosted Ice.png Minecraft:Frosted Ice
File:Cobweb.png Minecraft:Cobweb
File:Oak Leaves.png Minecraft:Leaves
File:Slime Block.png Minecraft:Slime Block
File:Honey Block.png Minecraft:Honey Block
File:Monster Spawner.png Minecraft:Monster Spawner
File:Lava.gif Minecraft:Lava
File:Beacon.png Minecraft:Beacon
File:End Gateway.png End Gateway
File:Chorus Plant.png Minecraft:Chorus Plant
File:Chorus Flower.png Minecraft:Chorus Flower
File:Shulker Box.png Any Minecraft:Shulker Box


Template:IN, light-filtering blocks can reduce more levels of block or sky light. The following values are the amounts by which each block decreases the light level.

Light-filtering blocks Template:In
Icon Block Amount of decrease
Light any
File:Beacon.png Minecraft:Beacon 14
File:Anvil BE.png Minecraft:Anvil 3
File:Hopper.png Minecraft:Hopper
File:Brewing Stand.png Minecraft:Brewing Stand
File:Cauldron.png Minecraft:Cauldron
File:Ice.png Minecraft:Ice
File:Frosted Ice.png Minecraft:Frosted Ice
File:Oak Leaves BE.png Minecraft:Leaves 2
File:Water BE.gif Minecraft:Water 1
File:Cobweb.png Minecraft:Cobweb
File:Powder Snow.png Minecraft:Powder Snow
File:Stone Slab.png Minecraft:Slabs (except double slabs)

Light-emitting blocks

Template:Relevant category

File:LightEmittingBlocks.png
Comparison of the different light levels that blocks emit.
File:Vibrant Visuals light colors.png
All different light colors with Vibrant Visuals.

The following values are the brightness of the blocks themselves.

Icon Block Level Experimental color<ref group="note">The colored lighting of the block in Vibrant Visuals, when the "Render Dragon Features for Creators" experiment is enabled in Minecraft:Minecraft Preview. When no color is specified, it uses the default white instead.</ref>
File:Beacon.png Minecraft:Beacon 15
File:Conduit.png Minecraft:Conduit (active)
File:Copper Lantern.png Minecraft:Copper Lantern Template:ColorTemplate:Fn (unwaxed, unaffected)

Template:ColorTemplate:Fn (oxidized & waxed variants)

File:End Gateway.png Minecraft:End Gateway Template:Color
File:End Portal.png Minecraft:End Portal
width=27x27 Minecraft:Fire Template:Color
width=25x25 Minecraft:Sea Pickle (four, waterlogged) Template:ColorTemplate:Fn
width=25x25 Minecraft:Ochre Froglight Template:Color
width=25x25 Minecraft:Verdant Froglight Template:Color
width=25x25 Minecraft:Pearlescent Froglight Template:Color
File:Glowstone.png Minecraft:Glowstone
File:Jack o'Lantern.png Minecraft:Jack o'Lantern Template:Color
File:Lantern.png Minecraft:Lantern Template:ColorTemplate:Fn
width=25x25 Minecraft:Lava Template:Color
File:Lava Cauldron.png Minecraft:Lava Cauldron
File:Campfire.png Minecraft:Campfire (lit) Template:Color
File:Lit Redstone Lamp.png Minecraft:Redstone Lamp (lit) Template:Color
width=25x25 Minecraft:Respawn Anchor (four charges) Template:Color
File:Sea Lantern.png Minecraft:Sea Lantern Template:Color
File:Shroomlight.png Minecraft:Shroomlight Template:Color
File:Lit Copper Bulb.png Minecraft:Copper Bulb (lit) Template:Color
width=25x25 Minecraft:Cave Vines (with berries) 14 Template:Color
File:Copper Torch.png Minecraft:Copper Torch Template:ColorTemplate:Fn
File:End Rod.png Minecraft:End Rod Template:ColorTemplate:Fn
width=25x25 Minecraft:Torch Template:ColorTemplate:Fn
width=25x25 Minecraft:Blue TorchTemplate:Only Template:ColorTemplate:Fn
width=25x25 Minecraft:Purple TorchTemplate:Only Template:ColorTemplate:Fn
width=25x25 Minecraft:Red TorchTemplate:Only Template:ColorTemplate:Fn
width=25x25 Minecraft:Green TorchTemplate:Only Template:ColorTemplate:Fn
width=25x25 Minecraft:Underwater TorchTemplate:Only
width=25x25 Minecraft:Furnace (lit) 13
width=25x25 Minecraft:Blast Furnace (lit)
width=25x25 Minecraft:Smoker (lit)
width=25x25 Minecraft:Vault (active) 12 Template:Color
width=25x25 Minecraft:Candle (four, lit) Template:ColorTemplate:Fn
width=25x25 Minecraft:Sea Pickle (three, waterlogged) Template:ColorTemplate:Fn
File:Lit Exposed Copper Bulb.png Minecraft:Exposed Copper Bulb (lit) Template:Color
width=25x25 Minecraft:Glowing ObsidianTemplate:Only
File:Nether Portal.png Minecraft:Nether Portal 11 Template:Color
width=25x25 Minecraft:Respawn Anchor (three charges)
File:Crying Obsidian.png Minecraft:Crying Obsidian 10
width=25x25 Minecraft:Soul Campfire (lit) Template:Color
width=27x27 Minecraft:Soul Fire
width=25x25 Minecraft:Soul Lantern Template:ColorTemplate:Fn
width=25x25 Minecraft:Soul Torch
width=25x25 Minecraft:Candle (three, lit) 9 Template:ColorTemplate:Fn
File:Deepslate Redstone Ore.png Minecraft:Deepslate Redstone Ore (lit) Template:Color
File:Redstone Ore.png Minecraft:Redstone Ore (lit)
width=25x25 Minecraft:Sea Pickle (two, waterlogged) Template:ColorTemplate:Fn
width=25x25 Minecraft:Trial Spawner (active) 8 Template:Color
File:Lit Weathered Copper Bulb.png Minecraft:Weathered Copper Bulb (lit) Template:Color
File:Enchanting Table.png Minecraft:Enchanting Table 7 Template:Color
File:Ender Chest.png Minecraft:Ender Chest
width=25x25 Minecraft:Glow Lichen Template:Color
width=25x25 Minecraft:Redstone Torch (lit) Template:ColorTemplate:Fn
width=25x25 Minecraft:Respawn Anchor (two charges) Template:Color
width=25x25 Minecraft:Candle (two, lit) 6 Template:ColorTemplate:Fn
File:Sea Pickle.png Minecraft:Sea Pickle (one, waterlogged) Template:ColorTemplate:Fn
File:Sculk Catalyst.png Minecraft:Sculk Catalyst Template:Color
File:Vault.png Minecraft:Vault (inactive) Template:Color
File:Amethyst Cluster.png Minecraft:Amethyst Cluster 5 Template:Color
File:Large Amethyst Bud.png Minecraft:Large Amethyst Bud 4
File:Lit Oxidized Copper Bulb.png Minecraft:Oxidized Copper Bulb (lit) Template:Color
width=25x25 Minecraft:Trial Spawner (waiting) Template:Color
width=25x25 Minecraft:Candle (one, lit) 3 Template:ColorTemplate:Fn
width=25x25 Minecraft:Candle Cake (lit)
File:Magma Block.png Minecraft:Magma Block Template:Color
width=25x25 Minecraft:Respawn Anchor (one charge) Template:Color
File:Medium Amethyst Bud.png Minecraft:Medium Amethyst Bud 2 Template:Color
File:Firefly Bush.png Minecraft:Firefly Bush (when not Minecraft:snowlogged) Template:Color
File:Brewing Stand.png Minecraft:Brewing Stand 1
File:Brown Mushroom.png Minecraft:Brown Mushroom
File:Calibrated Sculk Sensor.png Minecraft:Calibrated Sculk Sensor
File:Dragon Egg.png Minecraft:Dragon Egg
File:End Portal Frame.png Minecraft:End Portal Frame
width=25x25 Minecraft:Sculk Sensor Template:Color
File:Small Amethyst Bud.png Minecraft:Small Amethyst Bud Template:Color
width=25x25 Minecraft:Light (block) 0–15

Template:Fnlist Template:Notelist

Internal light level

File:Internal light with time and skylight.gif
Internal sky light versus time and sky light

The internal light level is used for calculations within the game. The game uses the internal light level of a block to compute various aspects of the game, which include Minecraft:mob spawning, the growth of some plants, and Minecraft:daylight detector outputs.

In the Minecraft:Overworld, the internal light level is calculated as the maximum level of the block light and the internal sky light (formula: max(internal sky light, block light)).

In other Minecraft:dimensions, due to the lack of sky light in them, the internal sky light level is always 0, so the internal light level is simply equal to the level of block light.

Internal sky light

In the Overworld, the game uses sky light, time, and weather to calculate an internal sky light value (also known as darkening sky light). This value is an integer with a maximum level of 15; it can also be negative.

As the Overworld becomes darker, the internal sky light gets lower. Rendered brightness is what dictates the illumination of the Overworld, not internal sky light.

Below there are two charts that explain how internal sky light is affected by the time and weather at sky light level 15. To obtain an internal sky light for a sky light level s less than 15, take the internal level L at 15 and subtract from it the difference between 15 and s: L−(15−s).

Icon Weather Internal sky light when sky light is 15
Template:EnvSprite noon, during clear weather 15
Template:EnvSprite
Template:EnvSprite
noon, during Minecraft:rain or Minecraft:snowfall 12
Template:EnvSprite noon, during a Minecraft:thunderstorm 10<ref group="storm">During thunderstorms, hostile mobs are allowed to spawn as if the internal sky light level were actually 5.</ref>
Template:EnvSprite midnight, during any weather 4

Template:Notelist

Internal sky light Clear Rain or snowfall Thunder
Time Time Time Time Time Time
4 13,670-22,330

8,660 GameTicks or 7 minute 13 seconds

13,670-22,330

8,660 GameTicks or 7 minute 13 seconds

13,670-22,330

8,660 GameTicks or 7 minute 13 seconds

5 22,331-22,491

160 GameTicks or 8 seconds

13,509-13,669

160 GameTicks or 8 seconds

22,331-22,565 13,436-13,669 22,331-22,671 13,330-13,669
6 22,492-22,652

160 GameTicks or 8 seconds

13,348-13,508

160 GameTicks or 8 seconds

22,566-22,798 13,203-13,435 22,672-23,010 12,990-13,329
7 22,653-22,812Template:Only
22,653-22,813Template:Only
J: 159 GameTicks or 7.95 seconds
B: 160 GameTicks or 8 seconds
13,188-13,347

159 GameTicks or 7.95 seconds

22,799-23,031 12,969-13,202 23,011-23,352 12,648-12,989
8 22,813-22,973Template:Only
22,814-22,973Template:Only
J: 160 GameTicks or 8 seconds
B: 159 GameTicks or 7.95 seconds
13,027-13,187

160 GameTicks or 8 seconds

23,032-23,266 12,734-12,968 23,353-23,700 12,300-12,647
9 22,974-23,134

160 GameTicks or 8 seconds

12,867-13,026

159 GameTicks or 7.95 seconds

23,267-23,504 12,497-12,733 23,701-59

240 GameTicks or 12 seconds

11,941-12,299Template:Only
11,942-12,299Template:Only
J:358 GameTicks or 17.9 seconds
B:357 GameTicks or 17.85 seconds
10 23,135-23,296

161 GameTicks or 8.05 seconds

12,705-12,866

161 GameTicks or 8.05 seconds

23,505-23,745 12,256-12,496 60-11,940Template:Only
60-11,941Template:Only
J: 11,880 GameTicks or 9 minute 54 seconds
B: 11,881 GameTicks or 9 minute 54 seconds
11 23,297-23,459

162 GameTicks or 8.1 seconds

12,542-12,704

162 GameTicks or 8.1 seconds

23,746-23,991 12,010-12,255 N or A
12 23,460-23,623Template:Only
23,460-23,624Template:Only
J: 163 GameTicks or 8.15 seconds
B: 164 or 8.2 seconds
12,377-12,541

164 GameTicks or 8.2 seconds

23,992-12,009

12,017 GameTicks or 10 minute 0.850 seconds

N or A
13 23,624-23,790Template:Only
23,625-23,790Template:Only
J: 166 GameTicks or 8.3 seconds
B: 165 GameTicks or 8.25 seconds
12,210-12,376

166 GameTicks or 8.3 seconds

N or A N or A
14 23,791-23,960

169 GameTicks or 8.45 seconds

12,041-12,209

168 GameTicks or 8.4 seconds

N or A N or A
15 23,961-12,040 N or A N or A

Effects of light

Light affects various things in the world: from Minecraft:crop growth, to Minecraft:mob spawning and behavior, and so on. Below, there are charts that depict the effects of light on various mobs and blocks.

Keep in mind that light level is only one of the considerations that apply to mob spawning and plant growth. Check the corresponding articles for more information.

Mobs

Minecraft:Passive mobs, and some friendly Minecraft:neutral mobs can spawn at both day and night. However, they require a block light level of 9 or higher when the block is not exposed to the sky.Template:Only. Template:IN, they can only spawn during the day as they require a light level of 7 or more.

Most Minecraft:hostile mobs spawn in the Minecraft:Overworld when it gets dark at night, thunderstorms, or in caves, but torches and other light-emitting blocks prevent the mobs' spawn. These mobs need a maximum internal sky light level of 7 (however, the smaller the value, the more successful spawn attempts happen) and a block light level of 0 to spawn.

Several Minecraft:undead mobs are set on fire for 8 seconds when hit by Minecraft:sunlight; these mobs try to avoid such areas and do not burn while in water, in the rain, wearing a helmet, or in the shade.

The following chart describes the spawning and behavior of various mobs in function of the block light, in different worlds.

Template:Diagonal split header 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Template:EntityLink colspan="1" Template:Tc colspan="14" Template:Tc colspan="1" Template:Tc
Template:EntityLink
Template:EntityLink
colspan="1" Template:Tc colspan="14" Template:Tc colspan="1" Template:Tc
Template:EntityLink
Template:EntityLink
colspan="1" Template:Tc colspan="14" Template:Tc colspan="1" Template:Tc
Template:EntityLink
Template:EntityLink
Template:EntityLink
Template:EntityLink
Template:EntityLink
Template:EntityLinkTemplate:Upcoming
colspan="1" Template:Tc colspan="15" Template:Tc
Template:EntityLink
Template:EntityLink
colspan="1" Template:Tc colspan="11" Template:Tc colspan="4" Template:Tc
Template:EntityLink colspan="1" Template:Tc colspan="14" Template:Tc colspan="1" Template:Tc
Template:EntityLink colspan="4" Template:Tc colspan="12" Template:Tc
Template:EntityLink (Minecraft:slime chunk) colspan="16" Template:Tc
Template:EntityLink (Minecraft:swamp) colspan="8" Template:Tc colspan="8" Template:Tc
Template:EntityLink colspan="8" Template:Tc colspan="7" Template:Tc colspan="1" Template:Tc
Template:EntityLink colspan="12" Template:Tc colspan="4" Template:Tc
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15

In the nether:

Template:Diagonal split header 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Template:EntityLink colspan="8" Template:Tc colspan="8" Template:Tc
Template:EntityLink colspan="8" Template:Tc colspan="8" Template:Tc
Template:EntityLink colspan="12" Template:Tc colspan="4" Template:Tc
Template:EntityLink colspan="12" Template:Tc colspan="4" Template:Tc
Template:EntityLink colspan="12" Template:Tc colspan="4" Template:Table choice
Template:EntityLink colspan="14" Template:Tc colspan="8" Template:Tc
Template:EntityLink colspan="16" Template:Tc
Template:EntityLink colspan="16" Template:Tc
Template:EntityLink colspan="16" Template:Tc
Template:EntityLink colspan="16" Template:Tc
Template:EntityLink colspan="16" Template:Tc

Template:Notelist

Blocks

Template:IN, most types of plants can grow at Minecraft:night, even if not supplied sufficient light from a light-emitting block, as long as plants of certain types are receiving a sufficient sky light value. This is because those types use the client light formula. In other words, those types do not grow in extremely dark areas where the value of sky light that reaches them is not sufficient. Unlike internal sky light, regular sky light used by the client light formula does not change with the Minecraft:time of day or Minecraft:weather. Template:IN, more types of plants need a light-emitting block to grow throughout the night than the amount of types that need light at night Template:In.

Template:IN, insufficiently illuminated crops break (uproot) in the next Minecraft:block update, and planting crops is not possible in such conditions. Template:IN, crops don't break and can always be planted due to a bug.<ref>Template:Cite bug</ref>

Light level is checked at the block's position, even for crops and ice blocks. The block above is checked instead for bamboo, saplings, grass blocks, and mycelium.

Below is a chart that explains how various blocks react to different types of light (see Template:Slink and Template:Slink, above). It is intended for Minecraft:Java Edition. The main differences with Minecraft:Bedrock Edition not seen in the chart are:

Blocks and plants that are not listed on the chart (for example, Minecraft:sugar cane and Minecraft:cactus) are considered to not be affected by any type of light.

Block Level 0–3 Level 4–7 Level 8 Level 9 Level 10 Level 11 Level 12 Level 13–15
Affected by block light
Template:BlockLink colspan="4" Template:Tc colspan="2" Template:Tc<ref group="note">Template:Cite bug</ref>Template:Only
FormsTemplate:Only
colspan="2" Template:Tc
Template:BlockLink colspan="4" Template:Tc Template:Tc<ref group="note">Template:Cite bug</ref>Template:Only
FormsTemplate:Only
colspan="3" Template:Tc
Affected by client light
Template:BlockLink colspan="7" Template:Tc Template:Tc
Template:BlockLink or melon stems
Template:BlockLink<ref group="note">For bamboo growth, the light level is checked in the block above the current height.</ref>
colspan="3" Template:Tc colspan="5" Template:Tc
Template:BlockLink
Template:BlockLink
Template:BlockLink
Template:BlockLink
colspan="2" Template:TcTemplate:Only
Does not grow<ref group="note">Template:Cite bug</ref>Template:Only
colspan="1" Template:Tc colspan="5" Template:Tc
Affected by internal light
Template:BlockLink<ref group="note" name="exception">For growth, the light level is checked in the block above it.</ref> colspan="3" Template:Tc colspan="5" Template:Tc
Template:BlockLink
Template:BlockLink
<ref group="note" name="exception"></ref>
Template:Tc colspan="2" Template:Tc colspan="5" Template:Tc
Template:BlockLink
Affected by internal sky light
Template:BlockLink (inverted) Output = 15 - Current light level

Template:Notelist

Rendered brightness

File:1.9 lighting curves (gamma=0).png
Examples of the internal lightmap texture (the game's brightness setting is at the default of 50). Horizontal axis is block light, vertical is sky light.

In classic Minecraft:graphics modes, the game uses the light level (instead of internal light level), time, and weather to compute the rendered brightness of a given object in the world.Template:Note Light is completely monochromatic and cannot be truly colored.

As mentioned above, sky light is not reduced at night, instead, the brightness curve itself changes based on the time. Minecraft:Entities cast circularTemplate:Only or tridecagonalTemplate:Only shadows (except on Simple graphics); however, these are unrelated to the rendering of blocks.

In general, lighting due to blocks results in a higher brightness, which is balanced by the fact that light due to blocks effectively starts at 14 (solid light source blocks emit a level of 15, but that applies to the light source block itself) while sky light brightness is 15 outdoors. Light due to blocks also tends toward orange in the middle ranges, while sky light in the Minecraft:Overworld daytime is white.

Template:FakeImage In the Minecraft:Overworld with the lowest brightness setting, full daylight reaches 98% brightness,<ref name="luma" group="luma">Brightness here refers to ITU-R BT.601 luminance value (luma)</ref> while at night brightness is reduced to about 17% and is shaded blue. Full darkness is about 5% brightness. Template:IN, brightness during sunrise and sunset is dynamically tinted orange.

In Minecraft:the Nether, sky lighting doesn't play a role since there is no source of sky light (although if there were, it would reach about 99% brightness.) Full darkness with the lowest brightness setting is at about 25% brightness, slightly darker than a block light level of 7 and no sky light in the Overworld, and is shaded orange like block light.

In Minecraft:the End, sky lighting wouldn't play a role even if there were a source of sky light; this can also be seen if Minecraft:lightning is summoned in the End (there is no flash of brightness like there is in other dimensions). Full darkness in the End with the lowest brightness setting is about 28% brightness, and is shaded toward a bluish-green rather than the orange of the Nether and of block lighting. During Minecraft:End flashes Template:In, the lighting gets tinted purple.

Regardless of graphics settings, all top faces of a three-dimensional object are rendered with full brightness, the north/south sides are slightly darkened, and the bottom and east/west sides are more darkened. This is not applied to entities and objects on the HUD in Simple graphics.Template:Only


Light level of daylight/biome
Light level >
Biome/time of day v
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Overworld (day)
Overworld (night, approximate)

Template:Notelist Template:Notelist

Smooth lighting

File:SmoothAnimSmal.gif
The difference between Smooth Lighting on and off

Smooth lighting is a lighting effect that blends light levels across Minecraft:block faces and darkens corners using ambient occlusion to add semi-realistic shadows and glowing from light sources. Minecraft:Paintings, Minecraft:item frames<ref>Template:Cite bug</ref> and Minecraft:water surfaces<ref>Template:Cite bug</ref> are unaffected Template:In; paintings are unaffected Template:In with Simple graphics.

Smooth lighting can be turned on or off in the Minecraft:video settings in classic graphics.

Ambient occlusion

Ambient occlusion darkens corners between blocks to mimic the real life effect where less light makes it into corners. This effect is based on the blocks placed diagonally in front of the shaded side of a block.

For each corner of a side, the game checks diagonally for full blocks and determines the corner's brightness based on the found full blocks, with no full blocks meaning full brightness and both sides diagonally being full blocks meaning the darkest level possible (ambient occlusion only darkens to an extent and does not turn textures fully black). The brightnesses of the four corners are then blurred across the whole side and are applied to the block's texture.

This table shows all different combinations of ambient occlusion for the back corner of the top of the lower block:

Fully lit Corner darkened Edge darkened Corner and edge darkened Corner and both edges darkened
File:Aomap example (none).png File:Aomap example (nw).png File:Aomap example (w).png File:Aomap example (n).png File:Aomap example (nW).png File:Aomap example (Nw).png File:Aomap example (n-w).png File:Aomap example (NW).png

Vibrant Visuals

Template:Exclusive Minecraft:Vibrant Visuals completely rewrites the rendered brightness algorithm by applying Template:W and Template:W. The game is rendered in Template:W (HDR) calculating the Template:W of each pixel in the scene, allowing to modify this with post processing effects.

Illumination

First, the game calculates the illuminance applied to any object in the game, including Minecraft:blocks, Minecraft:entities, Minecraft:particles, Minecraft:clouds, and the player hand/held item on the Minecraft:HUD. Illumination is based on physically accurate values and calculated in Template:W. Minecraft:Sky objects are rendered separately.

Global directional lighting

File:Sunlight Vibrant Visuals.png
Sunlight with Vibrant Visuals creating shadows and reflections

Global Minecraft:directional lighting is dynamic light created at a set point in the sky. This includes the orbital moving Minecraft:sun and Minecraft:moon in the Overworld, and randomly positioned Minecraft:End flashes in the End. Visualized by Minecraft:volumetric fog, Minecraft:light bloom, and Minecraft:mie scattering, they illuminate all directly exposed surfaces (even if there are transparent objects in between). Intensity of their lights is calculated in Template:W, which converts to one lumen per block. Unlike in real life, directional light sources closer to the horizon do not "spread" the light over larger surfaces and light it more dim. Instead, the intensity changes with the Minecraft:daylight cycle:

  • At noon, the sun has an intensity of 100 lux. This gradually fades during dusk and dawn, and is 0 during nighttime. A few Minecraft:biomes have custom sunlight intensities:
  • At midnight, the moon has an intensity of 0.4 lux, which gradually fades during dusk and dawn.
  • End flashes have an intensity of 3 lux, with hard-coded fading at the start and the end.
  • In the Nether, there is a "moonlight" (without an actual moon) with a luminance of 100 lux, used to illuminate atmospherics, but also illuminates the Minecraft:Nether roof with a red tint.
  • See Template:Slink for all exact values.

Global directional lighting illuminates objects through direct diffuse with Lambertian BRDF. Depending on the object's Minecraft:roughness and Minecraft:metalness textures, light illuminates the object and gets reflected with its tint. Minecraft:Subsurface scattering allows direct diffuse to slightly penetrate through objects like Minecraft:leaves.

On metallic surfaces like Minecraft:water, global directional lighting also creates Template:W using the Template:W. This reflects light more bundled in one position at higher illuminance, as a stretched spot on the surface.

File:The End volumetric fog.png
An End flash creating purple diffuse, shadows, and volumetric fog

The tinting of direct diffuse and direct specular, as well as the tinting of bloom, volumetric fog, and mie scattering, depends on the light source's color:

Surfaces not illuminated by directional lighting are shadows, with the exact border calculated through Template:W. The game applies additional calculations to remove smooth borders and make them align with the pixel grid. Clouds also create shadows, but do not get shadowed as they are technically transparent.

Point lighting

File:Vibrant Visuals point lights on.png
Point lighting and colored block lighting

Point lights are local directional light sources available only in Minecraft:experimental. They are assigned to the center of a Minecraft:block, creating the same effects as global directional lighting. Their intensity depends on the block's light level, and the color is defined per block. Direct diffuse from point lighting is only visible within the block's light radius, see below.

Block lighting

File:Block light VV.png
Block lighting with Vibrant Visuals

Block lighting simulates the classic light model from light-emitting Minecraft:blocks. Instead of using an intensity, the illuminance in lumen is calculated at every pixel around the block, resulting in much smoother light decrease. Specifically, the illumination linearly decreases with the light level, with one block light unit converting to 90.190359 lumen.

This illuminates the environment through plain, indirect diffuse, using default light colors. Point lights or custom static light colors can override this color. For all vanilla experimental light colors, see Template:Slink.

Sky light

File:Light falling into lush cave.png
Light falling into a dark cave, where hostile mobs can still spawn. Notice the sky light level decreasing in the cave openings, making the contrast between shadows and directional lighting larger.

Similarly to block light, the Minecraft:internal light level from Minecraft:sky light in the Overworld is used to apply illumination through indirect diffuse, with a white color. This also linearly corresponds to the light level. However, when the sky light level hits 0, global directional lighting is disabled, notably volumetric fog and direct diffuse.

File:Dry thunder.png
A dry thunderstorm. With almost no sky light, directional light is the main contributor to the scene, which appears more yellow-brown.

Sky light reduces the contrast between shadows created by directional lighting and direct diffuse. The effect is noticable in cave openings where the sky light level decreases while directional light still illuminates the environment, or during thunderstorms when sky light decreases.

Ambient light

This refers to indirect diffuse that is applied on any surface in the game, regardless of light levels or shadows. It is colored white, and prevents objects from rendering pitch black in Minecraft:caves, for example.

Ambient lighting has set intensities for each Minecraft:dimension: 0.02 lux in the Minecraft:Overworld, 0.5 in the Minecraft:Nether, and 0.125 in the Minecraft:End.

Emissive textures

File:Vibrant Visuals emissive textures.png
Various emissive pixels in a cave.

Emissiveness is a form of illumination that is not applied to surfaces with diffuse. Objects can have emissive pixels defined in their Minecraft:MERS texture, which greatly increases the illuminance on that single pixel, making the color glow in the dark. Emissive textures are also reflected with emissiveness through Cook-Torrance BRDF and Minecraft:SSR reflections.

Deferred shading

Vibrant Visuals shades the environment to make objects blend in more, and create some shadow effects. The game calculates Template:W and depth to shade the albedo color image in a smooth way similar to smooth lighting, which is applied to any object in the game except transparencies like Minecraft:water.

Other effects

The illuminance of the final image gets affected by a few other effects. Minecraft:Atmospherics (most notably mie scattering), classic Minecraft:fog types, and Minecraft:volumetric fog shade objects in the distance and decrease their illuminance, while they are illuminated on their own by any type of lighting. Minecraft:Water bodies and Minecraft:clouds also have a similar light scattering effect. Furthermore, if directional lighting shines on underwater surfaces, they project Minecraft:caustics. These are animated textures strongly illuminated by directional light sources.

During Minecraft:precipitation, the sun and moon get hidden with the directional lighting effects, but mie scattering is still applied. Minecraft:Night Vision heavily increases ambient lighting, and Minecraft:Blindness and Minecraft:Darkness disable global directional lighting.

Vibrant Visuals also applies post processing effects related to lighting. Minecraft:Light bloom appears on any region in the image with high luminance values, creating a glow around the object. Auto exposure and eye adaptation are applied when the overall luminance of the screen changes, darkening it in brightness and brightening it in darkness. Tone mapping finally remaps the image from HDR to SDR with luminance curves that preserve color in higher luminance areas, thus creating a more vibrant picture.

Various effects can be customized in the Vibrant Visuals options. The brightness can be adjusted with a separate "Gamma" option, which allows a larger range of brightness levels.

History

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Java Edition

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Bedrock Edition

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Legacy Console Edition

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Issues

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Trivia

  • In Minecraft's source code, the luminescences are defined using the floating point values in the third column. These floating point numbers are fractions of 16, but are multiplied by 15 to get the integer light value. This means that both 0/16 and 1/16 (0.0 and 0.0625) correspond to the integer light value 0.
  • There is a glitch in where when an entity's origin point enters a block, it becomes black. See the article "Minecraft:Black entities" for more info.

Gallery

Screenshots

Developer images

References

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Navigation

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