What is the memory size limit of creating texture Resource Packs for Minecraft with RTX? And what are the best ways to avoid reaching this limit?
The actual limit depends on the number and resolution of the textures, but as a rule of thumb, keeping the resource pack below 100 MB is a good idea. We are working with Microsoft to alleviate this limit in a future update. When creating HD Textures, the best way to avoid this limit is to only utilise high resolution textures for textures that absolutely need the detail. You can have a Base Color texture be 1024x1024 while having its corresponding .mer texture be much smaller.
What are the technical limitations for creating a texture pack for Bedrock Edition, compared to Java?
At present there are some limitations for creating PBR textures for Minecraft with RTX. Specifically, flipbook textures, entities, and Items are unable to have PBR textures applied.
The technical limitations for Bedrock Edition seem to be holding back a lot of developers from what they want to create for Minecraft with RTX. Is there any way to bypass these limitations so that creators can fully take advantage of the high-res textures they'd like to implement?
These Bedrock Limitations are due to an engine side update that is required. This isn't something we can provide a workaround for, but something we will look forward to providing an update for in future releases.
Is there an in-depth knowledge base and guide for creating resource packs for Minecraft with RTX?
There are a few spaces where one can find information about resource packs and Minecraft with RTX. The first place to look is our Minecraft with RTX Texture Guide - and for further information on basic resource packs you can take a look at this Gamepedia page.
As someone who wants to begin making resource packs for the first time, what is the meaning of all the terms used in the official guide? (e.g. roughness)
The use of the term "physically based render" has been in the community lexicon for some time. There is a great wiki that explains this content.
Are height maps enabled with RTX PBR? If not, will they be?
In Minecraft with RTX the height map support in Minecraft with RTX allows pixelated low resolution textures to have relief, without requiring a high resolution normal map. Height maps are not used for parallax maps.
What are the plans to enable PBR on entities and items?
We are working hard to have PBR capabilities on entities and items. We will have this available in a future update.
Will RTX eventually support caustics through glass?
This issue was noted by our development team and solutions are being investigated.
Will emissivity be coming to objects like held torches?
We're working on this feature to update in a future release.
Are there any places I can join to talk about Minecraft with RTX PBR textures or to share my resource pack?
Yes! There is a new subreddit, r/minecraftRTX, and a Discord channel where there are lively texture conversations happening every day. You can also officially submit your work in progress pack to NVIDIA via this link.