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Help talk:Isometric renders

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Making sure this page is up-to-date / sharing of files via GitHub

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Latest comment: 30 August 202522 comments10 people in discussion

(Pinging a bunch of users who I know have been doing renders recently: @MinecraftFan1000 @Oakar567 @PotatoMan3525463 @Pneuma01 @Zamburger - sorry if I missed anyone!)

Hi all!

I'm not really sure how all the rendering stuff works nowadays, but it would be good to make sure this page remains updated; I'm not convinced that it currently is:

  1. It currently lists two methods for rendering blocks (Blender and Blockbench). I'd imagine that new block renders most likely use Blockbench, since it can directly render models from the game, is that correct? If so, we should probably remove the section for rendering blocks with Blender entirely.
  2. It says that entities and structures should be rendered using mods or the orthographic resource pack, but there's also Blender files there. I'm assuming most entity renders nowadays are done using Blender? If so, those sections should probably be updated.

If you're using Blender to generate the renders, I think it'd be great to share the files that you're using, such that others can re-use these files to fix or re-render the images if necessary (e.g. Mojang changes a texture). For this reason, I've created a GitHub repository that we can use to share these files (and I've already moved all files from this page there, see section above).

I can add you to the renders GitHub team so that you have direct write access to the repository. Send me a DM via Discord/Zulip or an email (violineπŸ‘ @
blockandquillπŸ‘ .
org
) with your GitHub user name if you want to be added.

[In case you're unfamiliar with GitHub - you can think of it as a file storage cloud (e.g. Mediafire, Dropbox, Google Drive, etc) that also keeps file versions and is especially good for code. If you need help with it, feel free to ask.]

Let me know what you think! | violine1101 (talk) 23:39, 19 July 2025 (UTC)

Bringing up when you said, share the files that you're using, such that others can re-use these files to fix or re-render the images if necessary.
Would this be including for files, models and textures for things such as the hollowed? πŸ‘ Image
πŸ‘ Image
MinecraftFan1000 (talk) 00:18, 20 July 2025 (UTC)
Yes - though of course everyone can decide which files they want to share and which ones they don't. It'd just be great if we could archive as much as possible for future reference. | violine1101 (talk) 11:42, 20 July 2025 (UTC)
Even though I don't use Blender for renders, I think it should still be kept. πŸ‘ Image
NmF (talk) 01:59, 20 July 2025 (UTC)
> If so, we should probably remove the section for rendering blocks with Blender entirely.
I disagree, having blender resources and guides are quite helpful for making more complex renders. WorldWidePixel has made all renders for Pridecraft Studios branding and banners with help from mcw:iso. They've mentioned it's been really convenient for making them, as it would take ages to recreate them from scratch and make them be accurate blurry (talk) 05:44, 20 July 2025 (UTC)
dam we have no > replies blurry (talk) 05:45, 20 July 2025 (UTC)
Thanks, that's a very good point. It seems like the Blender method is still used anyway, unlike I assumed. | violine1101 (talk) 11:45, 20 July 2025 (UTC)
Regarding point one - No, Blender method is still preffered for rendering blocks, because as far as Im aware - blockbench being mostly focused on modeling lacks tools for proper rendering. Yes, there's screenshot function with quite a bunch of settings - but it's still relative to viewport making output inconsistent with every change in the viewport (which is also affected by window size, screen ratio etc.).
As for point two: For accurate lighting structures are either done with mods or programming. Entities can be done with three viable methods actually: Blender, Blockbench and mods (programming is also an option), so IMO for these sections only most user-friendly methods should be kept - notably mods and Blockbench. Other than that - moving to Github is great idea and I support it. Oakar567 (talk) 08:18, 20 July 2025 (UTC)
I’d recommend offering some guidance on more complex render-making too, perhaps on a separate page. Right now, it looks like some arcane art accessible only to the few editors and which can be lost if they go inactive. β€” BabylonAS 08:22, 20 July 2025 (UTC)
Do you have anything specific in mind? When rewritting the help page for newer version of Blender, I tried to include all essential info. Oakar567 (talk) 08:29, 20 July 2025 (UTC)
I’ve meant doing mob renders and animated renders in Blender. Advice on creating Blender files for atypical models β€” or at least making a proper camera view for a model from Blockbench β€” would be very helpful, especially for mod-friendly wikis like RuMCW. β€” BabylonAS 08:41, 20 July 2025 (UTC)
Thanks for the info! I think it'd be good to document all methods that can be used, just for completeness. Though the page could (and should) definitely make it clear which option is preferred for the wiki and/or beginners. | violine1101 (talk) 11:51, 20 July 2025 (UTC)
I share Oakar's view, I'll just add the following:
For blocks, I tend to use Blender, though I found out very recently that Pneuma01 made an online tool which is essentialy the most user-friendly way of rendering blocks I can think of, and something I'd personally most likely use instead of Blender. I haven't fully tried it, but it seems quite powerful and could probably be considered our main method of rendering blocks.
For entities, I do prefer Blockbench because of how easy it is to upload models and animations from the Bedrock files to Blockbench (there is no on-wiki tutorial on how to do that yet, though as mentioned to someone on my talkpage a few days ago it's on my to-do list). The only downside with Blockbench I can think of is that, akin to blocks, it isn't made for rendering, so keeping renders fully standardized can be tedious (for example, notice how File:Copper Golem BE1.png and File:Copper Golem without Eyes BE1.png don't have the same zoom level) ; it might be seen as quite nitpicking but it's worth pointing that out. There are also a few miscellaneous features like armor pieces or capes that can be rendered using Blockbench but for which I find it easier to use pre-made Blender templates. - Zamburger (talk) 14:01, 20 July 2025 (UTC)
Gave the tool a run and is it just me or blocks are tinted blue slightly on shaded faces?(most visible on white blocks - notably concrete in hardened and powder form) Other than that I agree - the tool have great potential and I love how it is able to flawlessly interpret client jar while also listing blockstate toggles. Oakar567 (talk) 15:39, 20 July 2025 (UTC)
Yup, for me it's also slightly more blue-ish than the render we have on the wiki currently. So it's not just you. But I'd imagine that's probably fixable. | violine1101 (talk) 15:51, 20 July 2025 (UTC)
Yes, it is. The side rendering results are still blue. I am trying because the light source in Three.js was recently changed and forced to a slightly warmer shade.
I plan to release the source for this tool on guihub so that it can be forked and modified freely. Pneuma01 (talk) 16:35, 29 July 2025 (UTC)
btw, in Tinted Grass Renderer, the models for tall grass and large fern appear to be incorrect, they look vertically stretched.
Just thought I'd mention it in case it hadn't been noticed. Would be great to see it sorted in a future update! Txt_3190 T C 10:26, 30 August 2025 (UTC)
This online tool seems amazing and looks like something that would simplify this process a lot. I think moving those kinds of tools to GitHub as well might be a good idea, that way others could work on the tool as well and help improve it / add more features (like importing Bedrock entity models for example) | violine1101 (talk) 15:50, 20 July 2025 (UTC)
I personally don't favour using Blockbench for wiki isomertic renders, because its output tends to be slightly darker or have subtle colour shifts compared to our target appearance, and it's difficult to obtain a proper 'facing NWU'camera. However, it's still very convenient for loading JSON files, converting them into .blend, and calculating Java Edition models. Txt_3190 T C 10:12, 30 August 2025 (UTC)
(Also, just to add - I'm from the Chinese Minecraft Wiki and interested in isometric renders.) Txt_3190 T C 10:14, 30 August 2025 (UTC)
I think we should remove the Blockbench subsection for blocks view. The zoom / focal length of the render/screenshot depends on the size of the window, so it had to be changed multiple times to get the desired zoom. I just tried this method and I find it more tedious than the blender files that do not need zooming. πŸ‘ Image
QwertyLilley [ talk ] 05:00, 7 August 2025 (UTC)
Ahh I see that Blockbench is included for completeness, I guess it's fine. πŸ‘ Image
QwertyLilley [ talk ] 05:09, 7 August 2025 (UTC)

Alternatives for bulk rendering of items, blocks as they appear in inventories (Isometric render mod alternative)?

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Latest comment: 8 August 20252 comments2 people in discussion

Currently looking for an alternative to the Isometric Renders Mod, as it (currently) isn't updated for the latest MC versions, and probs will remain like that for a while. I'm specifically looking for features that the mod offered me, namely:

  • Option to bulk-render items of an inventory, or just multiple items in general.
  • Remder the item/block as it appears in the player's inventory.
  • Allowing different sizes on the rendered image.

I cannot use Blender, as that is too heavy in terms of resources for my PC and freezes constantly and Blockbench afaik lacks any way of bulk-rendering the individual items (And rendering specific sizes could be more cumbersome?). Do you know any good alternatives? Would apreciate help here. Andre601 (talk) 20:05, 8 August 2025 (UTC)

I didn't give it a try yet, but somebody worked on a 1.21.8 fork of that mod: https://github.com/MrMineO5/isometric-renders - Zamburger (talk) 20:59, 8 August 2025 (UTC)

Lighting Constraints and Entity Models

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Latest comment: 25 December 20251 comment1 person in discussion

Hello, I'm working on a stand alone renderer made for creating Isometric/Dimetric renders of Minecraft blocks and entities. Currently I have the correct viewing angle implemented and support for both lighting and tinting but have the following questions about the constraints the MC Wiki has on renders:

  • According to the article the lighting values for the sides of blocks are defined as "Upper side: 98%, left side: 80% and right side: 60.8%", how does this hold for renders of light sources and multi-block renders with light sources?
  • Does the same lighting constraints apply to entities?
  • Where can the entity models for Java Edition be obtained without having to dig through the code?
  • How consistent are entity models between Java Edition and Bedrock Edition?

Thanks -LPT4 (talk) 21:15, 25 December 2025 (UTC)

Dyeing

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Latest comment: 8 January9 comments4 people in discussion

I'm trying to render the different colors of the new lamb model but I don't know how to apply dye colors. CrockCraftMC (talk) 20:14, 7 January 2026 (UTC)

What software are you using? Txt_3190 T C 21:09, 7 January 2026 (UTC)
Blockbench. CrockCraftMC (talk) 21:18, 7 January 2026 (UTC)
Ok, I've had a look Β―\_(ツ)_/Β―
right-click the texture and select 'Edit in Blockbench'
πŸ‘ Image
then, in the Layers section below the colour picker, click 'Create Empty Layer' to add a new one.
πŸ‘ Image
I just filled the whole thing with
 #3AB3DA
to make it easy Β―\_(ツ)_/Β―
πŸ‘ Image
just change the blending mode to 'Multiply' and it'll be OK.Β―\_(ツ)_/Β―
πŸ‘ Image
γ€€Txt_3190 T C 21:54, 7 January 2026 (UTC)
Won't this apply to everything in the texture? Including the sheep's face πŸ‘ Image
QwertyLilley [talk] 02:30, 8 January 2026 (UTC)
Well, that's why I said ' to make it easy '. I'm fairly sure the eraser haven't gone out of fashion since the 18th century. If you're picky about the face, just use the eraser yourself Β―\_(ツ)_/Β― Txt_3190 T C 04:57, 8 January 2026 (UTC)
Ahh yes the classic tool called eraser, totally did not forget about that.
Adding colors through Blockbench should be documented, same as for Blender. πŸ‘ Image
QwertyLilley [talk] 05:03, 8 January 2026 (UTC)
I think the talk page is enough, since idk how to write proper documentation ,haa Β―\_(ツ)_/Β― Txt_3190 T C 10:01, 8 January 2026 (UTC)
Would that be within a scope of this help page tho? Currently it's written and put together with the assumption, that user will either use provided pre-made templates or specialized software - not create everything from scratch. Oakar567 (talk) 10:53, 8 January 2026 (UTC)

Rendering blocks with Flipbook textures?

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Latest comment: 14 April1 comment1 person in discussion

Hi!

I'm currently using Blender and the provided .blend files to make renders of blocks.
However, I'm not sure how to implement (and by extension, render) blocks that use flipbook textures, for example Crimson/Warped Stems or Nether Portal (block).
Also want to know if something blend_frames (or anything similar) should be used for animated renders. If yes, I also ask for an explanation on how to pull that off also.

(If there was actually a guide for this and I missed it, I'm sorry!)

Thanks <3
Sweets (talk) 10:55, 14 April 2026 (UTC)

If it is not mathematically isometric, why titling "Isometric renders"?

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Latest comment: 27 May4 comments3 people in discussion

Hi!

I am curious about why the page is titled "Isometric renders" despite not using the mathematically-defined isometric(which requires pitch = instead of ). This makes me confused.

Chinese Wiki just uses β€œζ ‡ε‡†θ§†ε›Ύβ€(lit. β€œstandard view”) and avoids this.

Thanks IAmREGE (talk) 11:05, 27 May 2026 (UTC)

This page used to be called "Standardized views", but everyone called them "isometric renders" anyway. --Capopanzo (talk | contribs) 11:08, 27 May 2026 (UTC)
So why not redirect Help:Isometric renders to Help:Standardized views, but reversed? Because of the inertia of calling it "isometric"? IAmREGE (talk) 12:22, 27 May 2026 (UTC)
If you do it (and explain why), I don't think anyone will stop you tbh πŸ‘ Image
Ayaan 12:29, 27 May 2026 (UTC)

Ok So Im Having Some Trouble While on The Final Renders

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Latest comment: Friday at 02:121 comment1 person in discussion

so i was testing the rendering both on blender and blockbench and on blender the shadows where too strong while in the block bench the the final render didnt had a full line of pixels in the border and the texture looked off to copensate the missing pixel line


so how do i fix that? Lui444rafa (talk) 02:12, 26 June 2026 (UTC)

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