minecraft foliage color guide

This article is about the rendering mechanic. For items used to apply color to others, see Dye.

Đang xem: Minecraft foliage color guide

Please help the wtbblue.com Wiki clean up this page if you can.
The talk page may contain suggestions.
Reason: flesh this out because this is a pretty rough draft

Tints are applied to several blocks, items and particles in order to display a much wider array of possibilities than would be possible with a raw unmodified texture without the need for potentially millions of distinct files.

1 Types 1.1 Blocks 1.1.1 Grass 1.1.2 Leaves 1.1.3 Water 1.1.4 Potion cauldrons 1.1.5 Stems 1.1.6 Redstone 1.1.7 Constant tints 1.2 Items 1.2.1 Spawn eggs 1.2.2 Potions 1.3 Other 1.3.1 Particles 1.3.2 Experience orbs 1.3.3 Sky and fog 1.3.4 World border 2 Biome tints 2.1 Hard-coded colors 2.1.1 Swamp color 2.1.2 Dark forest color 2.1.3 Badlands color 2.1.4 Other colors 3 Lists of tints 3.1 Java Edition 3.1.1 Blocks 3.1.1.1 Grass 3.1.1.2 Foliage 3.1.1.3 Water 3.1.1.4 Stems 3.1.1.5 Inventory tints 3.2 Both editions 3.2.1 Redstone 3.2.2 Constant tints 3.2.3 Items 3.2.3.1 Potions 3.2.3.2 Spawn eggs 3.3 Bedrock Edition 3.3.1 Blocks 3.3.1.1 Water 4 History 4.1 Blocks and fluids 4.2 Items 5 References

Types < edit>

Blocks < edit>

Grass < edit>
This section is missing information about incomplete, somehow.
Please expand the section to include this information. Further details may exist on the talk page.

Grass blocks have several gray parts on the texture. These are colored later when rendering, depending on what biome the block exists in. Tall grass, vines, and ferns are rendered similarly.

Leaves < edit>
This section is missing information about like above. also vines.
Please expand the section to include this information. Further details may exist on the talk page.

Oak, jungle, acacia, and dark oak leaves also change color under very similar conditions to grass, although the color used is usually different.

Water < edit>

Water (in a cauldron‌ or as a fluid itself) is also affected by a biome-specific tint. It varies less from biome to biome than foliage.‌

Potion cauldrons < edit>

These probably also use a tint.

Stems < edit>
This section is missing information about get those raw images of each color.
Please expand the section to include this information. Further details may exist on the talk page.

Pumpkin stems and melon stems also use gray textures by default, which are then colored depending on their age.

Redstone < edit>

Redstone wire has various different power levels it can be in. The higher the power, the brighter red it is, with its off state being a dark maroon.

Constant tints < edit>

Birch and spruce leaves do not change color depending on biome, instead applying a constant color tint at all times. Why this is done instead of simply having a colored texture with no tint applied is unknown.

Lily pads also use constant coloring in a similar way.

Items < edit>

This section is missing information about firework star, maps, leather armor.
Please expand the section to include this information. Further details may exist on the talk page.

Read more: Classic Wow Classic Herbalism Vs Mining Vs Herbalism : Classicwow

Spawn eggs < edit>

Spawn eggs have two distinct colors to each of them.

Potions < edit>

Potions (and likewise, splash potions and lingering potions) also have colors applied to a white texture. This color can be defined to be anything through commands.

Other < edit>

Particles < edit>
This section is missing information about a full list of these values, probably later in the page.
Please expand the section to include this information. Further details may exist on the talk page.

Alongside potion particles, several other particles are stored as gray textures with colors applied to them after the fact. Notable examples are the various dripping particles (water, lava, honey, crying obsidian, spore blossom‌), critical hit (which has a white texture but an unknown orange tint is later applied), and magic crit (same).

Commands can be used to set the colors of some but not all particles.

Experience orbs < edit>

Experience orb textures are mostly white, gray, and red; a gradient is applied afterward to make them green and yellow.

Sky and fog < edit>

Depending on the temperature of the biome, sky colors vary slightly, with colder biomes having more purple skies.

Sky color from left to right: warm, temperate, cold, snowy.
World border < edit>

The world border in Java Edition has several tints. A blue tint is applied if the border is stationary. If expanding, the world border takes on a green hue. If the world border is shrinking, the world border turns red. In the Nether, the world border is always red no matter if it is expanding, stationary, or shrinking. The world border becomes more opaque the closer the player is to it, and more transparent if the player is further away.

Biome tints < edit>

This section needs to be rewritten.
Please help us by rewriting it.
Reason: Grass color does not change with height , the formula uses the plain values for temperature and downfall defined in each biome”s .java file. Also rewrite to use MC variable names.
Biome colors template for Java Edition 1.7.2 and above.
grass.png
foliage.png
swamp_foliage.png in bedrock resource. All surface filled with #6A7039.

Read more: fuel for the fire wow

The temperature and rainfall values of a biome are used when determining the colors of a small selection of blocks: grass, grass blocks, some leaves, vines, sugar cane, and other features such as water and the sky. Blocks such as mossy cobblestone, mossy stone bricks, and the stems of flowers are not affected by biome coloration.[1]

A biome”s rainfall value is typically a value from 0.0 to 1.0, and its temperature starts at a given value at sea level (e.g. 2.0 for Desert or −0.5 for Snowy Taiga) and decreases by 0.00166667 for each meter above sea level.

Biome grass and foliage colors are selected from two 256×256 colormap images: grass.png and foliage.png. Both colormaps, shown to the right, can be found in assetswtbblue.com exturescolormap‌ or texturescolormap‌. The grass.png colormap sets the colors for the grass block top and sides (along with other types of grass, such as tall grass, ferns, double tall grass, etc.). Meanwhile, the foliage.png colormap sets the colors for tree leaves (with the exception of spruce and birch).

Biome colormaps use a triangular gradient by default. However, only the colors in the lower-left half of the image are used, even though the upper-right side of foliage.png is colored. Furthermore, as shown in the template image to the left, a select few pixels are considered when the colormap is read by the game, and are determined by the code below.

The adjusted temperature and adjusted rainfall values (recognized as AdjTemp and AdjRainfall in the code, respectively) are used when determining the biome color to select from the colormap. Treating the bottom-right corner of the colormap as Temperature = 0.0 and Rainfall = 0.0, the adjusted temperature increases to 1.0 along the X-axis, and the adjusted rainfall increases to 1.0 along the Y-axis. The values used to retrieve the colors are computed as follows:

AdjTemp = clamp( Temperature, 0.0, 1.0 ) AdjRainfall = clamp( Rainfall, 0.0, 1.0 ) * AdjTemp

“clamp” limits the range of the temperature and rainfall to 0.0–1.0. The clamped rainfall value is then multiplied by the 0.0–1.0 adjusted temperature value, bringing its value to be inside the lower left triangle. Some biomes” ranges are shown in the template above; the multiplication makes all the line segments point toward the lower right corner.

At borders between or among biomes, the colors of the block and its eight neighbors are computed and the average is used for the final block color.

The exact temperature and rainfall values for biomes can be found in various projects, e.g. this biome code.

Biome tints are also visible on maps.‌[2]

Hard-coded colors < edit>

Certain biome colors are hard-coded, which means they are locked into the wtbblue.com code and are not retrievable from any texture file. Thus, they cannot be modified without the use of mods.

Swamp color < edit>

Swamp temperature, which starts at 0.8, is not affected by altitude. Rather, a Perlin noise function is used to gradually vary the temperature of the swamp. When this temperature goes below −0.1, a lush green color is used (
 #4C763C); otherwise it is set to a sickly brown (
 #6A7039).

Dark forest color < edit>

The dark forest biomes” grass color is retrieved normally, using the color
 #FEFEFE, then averaged with a dark green color (
 #28340A) to produce the final color.

Badlands color < edit>

All badlands biomes” grass and foliage have hard-coded colors, which are two tan colors (
 #90814D and
 #9E814D respectively). These are not modifiable by grass.png and foliage.png, and are unaffected by temperature.

Other colors < edit>

Several other biome colors are set into the game and currently require external tools in order to be changed. This includes blocks such as birch and spruce leaves and water (which have a hard-coded overlay set onto them), and other features such as the sky and fog.

Lists of tints < edit>

Java Edition < edit>

Blocks < edit> Grass < edit> Biome Color Renders Grass Block Grass Tall Grass Fern Large Fern Potted Fern Sugar Cane Badlands
Badlands Plateau
Eroded Badlands
Modified Badlands Plateau
Modified Wooded Badlands Plateau
Wooded Badlands Plateau
 #90814D

*
*
*
*
*
*
*

Desert
Desert Hills
Desert Lakes
Savanna
Savanna Plateau
Shattered Savanna
Shattered Savanna Plateau
Nether Wastes
Soul Sand Valley
Crimson Forest
Warped Forest
Basalt Deltas
 #BFB755

*
*
*
*
*
*
*

Jungle
Jungle Hills
Modified Jungle
Bamboo Jungle
Bamboo Jungle Hills
 #59C93C

*
*
*
*
*
*
*

Jungle Edge
Modified Jungle Edge
 #64C73F

*
*
*
*
*
*
*

Forest
Flower Forest
Wooded Hills
 #79C05A

*
*
*
*
*
*
*

Birch Forest
Birch Forest Hills
Tall Birch Forest
Tall Birch Hills
 #88BB67

*
*
*
*
*
*
*

Dark Forest
Dark Forest Hills
 #507A32

*
*
*
*
*
*
*

Swamp
Swamp Hills
 #6A7039

*
*
*
*
*
*
*

Swamp
Swamp Hills
when temp < 0.1
 #4C763C

*
*
*
*
*
*
*

Plains
Sunflower Plains
Beach
 #91BD59

*
*
*
*
*
*
*

Ocean
Deep Ocean
Warm Ocean
Deep Warm Ocean
Lukewarm Ocean
Deep Lukewarm Ocean
Cold Ocean
Deep Cold Ocean
Deep Frozen Ocean
River
The End
Small End Islands
End Barrens
End Midlands
End Highlands
The Void
 #8EB971

*
*
*
*
*
*
*

Mushroom Fields
Mushroom Field Shore
 #55C93F

*
*
*
*
*
*
*

Mountains
Mountain Edge
Gravelly Mountains
Gravelly Mountains+
Wooded Mountains
Stone Shore
 #8AB689

*
*
*
*
*
*
*

Snowy Beach
 #83B593

*
*
*
*
*
*
*

Giant Tree Taiga
Giant Tree Taiga Hills
 #86B87F

*
*
*
*
*
*
*

Taiga
Taiga Hills
Taiga Mountains
Giant Spruce Taiga
Giant Spruce Taiga Hills
 #86B783

*
*
*
*
*
*
*

Snowy Tundra
Snowy Mountains
Ice Spikes
Snowy Taiga
Snowy Taiga Hills
Snowy Taiga Mountains
Frozen Ocean
Frozen River
 #80B497

*
*
*
*
*
*
*

Foliage < edit> Biome Color Renders Oak/Dark Oak Leaves Jungle Leaves Acacia Leaves Vines Badlands
Badlands Plateau
Eroded Badlands
Modified Badlands Plateau
Modified Wooded Badlands Plateau
Wooded Badlands Plateau
 #9E814D

*
*
*
*

Desert
Desert Hills
Desert Lakes
Savanna
Savanna Plateau
Shattered Savanna
Shattered Savanna Plateau
Nether Wastes
Soul Sand Valley
Crimson Forest
Warped Forest
Basalt Deltas
 #AEA42A

*
*
*
*

Jungle
Jungle Hills
Modified Jungle
Bamboo Jungle
Bamboo Jungle Hills
 #30BB0B

*
*
*
*

Jungle Edge
Modified Jungle Edge
 #3EB80F

*
*
*
*

Forest
Flower Forest
Wooded Hills
Dark Forest
Dark Forest Hills
 #59AE30

*
*
*
*

Birch Forest
Birch Forest Hills
Tall Birch Forest
Tall Birch Hills
 #6BA941

*
*
*
*

Swamp
Swamp Hills
 #6A7039

*
*
*
*

Plains
Sunflower Plains
Beach
 #77AB2F

*
*
*
*

Ocean
Deep Ocean
Warm Ocean
Deep Warm Ocean
Lukewarm Ocean
Deep Lukewarm Ocean
Cold Ocean
Deep Cold Ocean
Deep Frozen Ocean
River
The End
Small End Islands
End Barrens
End Midlands
End Highlands
The Void
 #71A74D

*
*
*
*

Mushroom Fields
Mushroom Field Shore
 #2BBB0F

*
*
*
*

Mountains
Mountain Edge
Gravelly Mountains
Gravelly Mountains+
Wooded Mountains
Stone Shore
 #6DA36B

*
*
*
*

Snowy Beach
 #64A278

*
*
*
*

Giant Tree Taiga
Giant Tree Taiga Hills
 #68A55F

*
*
*
*

Taiga
Taiga Hills
Taiga Mountains
Giant Spruce Taiga
Giant Spruce Taiga Hills
 #68A464

*
*
*
*

Snowy Tundra
Snowy Mountains
Ice Spikes
Snowy Taiga
Snowy Taiga Hills
Snowy Taiga Mountains
Frozen Ocean
Frozen River
 #60A17B

*
*
*
*

Water < edit>

These tints apply only to water, and not to its particles; despite the major differences in color in modern versions, this is not a bug.[3]

Biome Color Renders Water Cauldron Most biomes
 #3F76E4

*
*

Cold Ocean
Deep Cold Ocean
 #3D57D6

*
*

Frozen Ocean
Deep Frozen Ocean
Frozen River
 #3938C9

*
*

Lukewarm Ocean
Deep Lukewarm Ocean
 #45ADF2

*
*

Swamp
Swamp Hills
 #617B64

*
*

Warm Ocean
Deep Warm Ocean
 #43D5EE

*
*

Stems < edit>

Leave a Comment