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Version: 26.1+

Render Layers

Render layers are client-side definitions that render additional visuals on top of a player, things like suit textures, glowing eyes, capes, or fully custom 3D models. They are referenced by ID from items (via the palladium:render_layers data component) or from power renderers.

Render layer files are asset-side content, placed at:

assets/<namespace>/palladium/render_layers/<id>.json

Shared Properties

Every render layer type supports the following optional top-level fields, regardless of type.

FieldTypeDescription
hidden_model_partsString or List<String>Player model parts to hide while this layer is active (e.g. "body.cape", "head").
conditionsConditionsControls when the layer is visible. See below.

Conditions

The conditions field controls under which circumstances the render layer is shown. In its simplest form it accepts a single Condition that applies in all perspectives:

"conditions": {
"type": "palladium:ability_enabled",
"ability": "mypack:flight"
}

To apply different conditions depending on whether the player is in first or third person, use the full object form:

FieldTypeDefaultDescription
mainConditionRequired. Applies in all perspectives.
third_personConditionalways trueAdditional condition applied only in third person.
first_personConditionalways trueAdditional condition applied only in first person.
"conditions": {
"main": {
"type": "palladium:ability_enabled",
"ability": "mypack:flight"
},
"first_person": {
"type": "palladium:false"
}
}

Types

Below is a list of all render layer types provided by Palladium. In your local palladium/documentation/palladium folder you can find an auto-generated file that may include additional types added by other mods.

Block on Head

ID: palladium:block_on_head
Renders a block on the top of the entity's head.
KeyTypeDescriptionRequiredFallback
blockBlock TagID of the block/block state definition/

Compound Render Layer

ID: palladium:compound
A compound render layer that can contain multiple render layers.
KeyTypeDescriptionRequiredFallback
layersRender LayersThe list of render layers this compound render layer contains./

Default Render Layer

ID: palladium:render_layer
Default render layer that renders a model with a texture.
KeyTypeDescriptionRequiredFallback
model_layerIdentifierThe model layer to render.If not present, the model of the parent entity will be used.
textureIdentifier,
Dynamic Texture,
Texture Reference
The texture to render the model with./
render_typeminecraft:entity_translucent
minecraft:entity_cutout
The render type to render the model with.minecraft:entity_translucent
light_emission(Dynamic) ValueThe light emission of the model. Must be within 0 - 150

Geo Render Layer

ID: geckolib:render_layer
Uses GeckoLib to render a geo model, including animations
KeyTypeDescriptionRequiredFallback
textureIdentifier,
Dynamic Texture,
Texture Reference
The texture of the model/
modelIdentifierThe model to render/
animationsIdentifierThe animations to use/
animation_controllerAnimation Controller,
Animation Controller[]
The animation controllers to control or trigger the animations./
light_emissionIntegerThe light emission of the model. Must be within 0 - 150
bonesMap<Bone, String>The bones of the model. You can specify here what the bones for each body part are called in your model file.{HEAD=head, BODY=body, RIGHT_ARM=right_arm, LEFT_ARM=left_arm, RIGHT_LEG=right_leg, LEFT_LEG=left_leg}

Lightning Sparks

ID: palladium:lightning_sparks
Renders lightning sparks around the entity.
KeyTypeDescriptionRequiredFallback
frequencyFloatThe frequency of the sparks.0.5
amountIntegerThe amount of sparks to spawn during each occurence.5
render_settingsLaser Renderer SettingsThe render settings for the sparks./

Vibration

ID: palladium:vibration
Renders a vibration effect on the entity.
KeyTypeDescriptionRequiredFallback
intensityIntegerThe intensity of the vibration./
fade_ticksInteger,
Time String ("40s", "2m", etc.)
The time/ticks it needs for the vibration to fade in/out./