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Texture and viewing distance
Matching compares the colours throughout a texture, and viewing distance decides how much of its detail remains visible.
A bookshelf has wood, book spines and gaps. Its average colour hides those differences. Up close, Match compares their shares instead of treating the whole bookshelf as one colour. A flat colour target measures how close each part of a candidate texture comes to that colour.
| Badge | Meaning with the default textures |
|---|---|
| Flat | Little colour variation, such as concrete and terracotta |
| Grainy | Moderate variation, such as stone, planks and cobblestone |
| Busy | Strong variation, such as bookshelves |
The badge measures colour spread at full detail. Flat is below 0.02 in OKLab, Grainy is 0.02 to below 0.13, and Busy starts at 0.13. It doesn't change when you move the distance slider.
The labels are a guide. Wool, gravel and granite all measure Grainy even though they can look flatter or busier to you. A resource pack can change a block's badge.
Drag or scroll the distance slider in Match. At longer distances, neighbouring texture pixels blend together. The result's texture preview shows that reduced detail, and matching uses it too. Far reduces a face to one colour.
At a game window height of 1080 physical pixels and a field of view of 70°:
| Distance | Texture cells across a face |
|---|---|
| 12 blocks | 16 |
| 24 blocks | 8 |
| 48 blocks | 4 |
| 96 blocks | 2 |
| Far | 1 |
The slider's marks adapt to the game window height and field of view. It starts at 24 blocks. Far is its endpoint, saved as 192 in Settings.
The index reduces larger resource-pack textures to 16 by 16 for its finest comparison. Animated textures use an average of their frames, weighted by frame duration. Turn Average animated textures off to use the first frame instead.
Shading compares candidate faces with Minecraft's usual directional darkening. Top keeps its brightness. North and South use 80%, East and West 60%, and Bottom 50%.
It starts off. This is a face-direction adjustment, rather than the current light level or a shader simulation. The eyedropper still reads an unshaded texture colour.