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Bug
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Resolution: Unresolved
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None
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1.20.1, 23w31a, 23w32a, 23w33a, 1.20.2, 1.21, 24w33a, 1.21.1, 24w36a, 1.21.3, 1.21.4 Pre-Release 3, 1.21.4
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Confirmed
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Rendering
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Normal
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Platform
Some blocks with emissive properties such as the magma block or sculk sensor seem to light up surrounding blocks brighter than they should, acting as reverse ambient occlusion, making them seem to leak light into other blocks, where it shouldn't be the case as is explained below.
Sculks sensors
Sculk sensors emit a light level of 1, meaning that they should only emit light in the origin block and not lit adjacent blocks. However this doesn't seem to be the case, and they end up leaking light into adjacent (unlit) blocks with even brighter light than it should:
With smooth lighting disabled, the behavior works as expected, where only the sensor is lighted up (no other blocks) and how it should work taking the light block on the right as reference:
Magma blocks
Magma blocks behave almost the same as sculk sensors, they end up lighting the adjacent blocks brighter than they should, whereas the light block on the left retains the expected look:
With smooth lighting disabled, it also matches the light block which is expected:
Expected result
The "bright diamond" shape (lighten up AO) wouldn't appear around these blocks at all or significantly reduce their brightness, making it consistent with light levels matching light blocks and other light emitting blocks.
How to reproduce
- You need to be in an enviroment with no block/sky light, such as a cave or empty box.
- Place an (active) sculk sensor and a light block with level 1 close to it.
- Compare the lighting of these blocks.
- Place a magma block and a light block with level 3 close to it.
- Also compare the lighting of these blocks.
- Notice the inconsistencies.
- relates to
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MC-264681 Tinted glass doesn't have ambient occlusion when smooth lighting is enabled
- Open
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MC-264774 Honey block doesn't have ambient occlusion when smooth lighting is enabled
- Open
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MC-260989 Light emitted from sculk sensors renders incorrectly along the edges of blocks while smooth lighting is enabled
- Reopened
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MC-262598 Tripwire textures in the tripwire hook "attached: true" state have a wrong black rendering when the tripwire hook is attached to a non-transparent block
- Resolved