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Non-model-dependent block elements

Models are used for defining the fundamental geometry for the vast majority of blocks in the game. Some blocks have additional visual data associated with…

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Java Edition Visuals
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Contents (4)
  1. Render models, but have additional graphics
  2. Do not render model elements
  3. History
  4. References
This feature is exclusive to Java Edition.

Models are used for defining the fundamental geometry for the vast majority of blocks in the game. Some blocks have additional visual data associated with them which are effectively fixed in nature; while their textures can often be modified, their geometry, positioning and fundamental presence usually cannot be.

Render models, but have additional graphics

Blocks Relevant element Render
Entire block
Entire block
Entire block
Entire block
Entire block
Entire block
Entire block
Entire block
Entire block
Text
Text
Text
Text
Beam
Bell itself
Book
Book
Entity inside
Items inside
Items inside
Items placed
Item during extraction

Do not render model elements

Block Reason
The block is hardcoded to be invisible. Despite having empty physical model data, defining such a model does not change it.[1]
This is a highly technical block which is only used in specific circumstances, with its own special rendering method.
These blocks display a starfield which is completely separate from models. Unlike other block entities, a block model specified with these IDs will not render.[2]
Fluid rendering is hardcoded and their handling differs significantly from blocks. Defining a model will change the associated particles, but will add no geometry.[3]
This is intended to render mostly as water and uses particles, however custom models still do not render planes within it, unlike in Bedrock Edition.[4]

History

Java Edition Infdev
Minecraft Infdev20100607 Standing signs have been added as a block, using the previous texture file used for sign entities.
20100625-1917 Spawners have been added; an entity is rendered within to indicate what is spawned.
Java Edition Alpha
v1.0.1 Wall signs have been added, also rendering as an entity rather than as part of the main block mesh.
v1.1.0 Spawners no longer contain a miniature model of the mob that is to be spawned.
Java Edition Beta
1.2 Spawners once again contain a miniature model of the mob that is to be spawned.
1.8Pre-release Chests now render as entities; prior to this version they were part of the block mesh like other blocks. This change has been instituted to accommodate the new opening animation.
Java Edition
1.0.0Beta 1.9 Prerelease 3 Enchanting tables have been added; the main body of the table is rendered as part of the chunk mesh, but the rotating, openable book renders as an entity.
End portals have been added, which render a section of starfield. A normal untinted grass block texture plane exists on the underside, implying that the block can use normal geometry at this point, unlike in later versions.
Beta 1.9 Prerelease 4 End portals have been changed; the starfield now renders two pixels lower. The excess plane on the bottom has been removed. It is not known whether there was an internal change in this version to force this block ID to not render chunk geometry even if it tried, or if such a change was made later (presumably in 1.13-pre3 or an earlier version).
1.3.112w21a Ender chests have been implemented, using the same rendering system as chests.
1.4.212w32a Beacons have been added, whose beams are rendered separately from the block mesh.
12w36a Five types of heads (zombie head, creeper head, skeleton skull, wither skeleton skull, creeper head) have been added, which render as entities.
A bonus object is now rendered inside of beacons, resembling the end crystal.
12w38a The beacon's beam is now a 3D object, unlike previously, where it rendered as a series of translucent rectangles.
The object added to placed beacon blocks in 12w36a has been removed.
12w40a The beacon's beam geometry has been changed, alongside the assigned texture.
1.513w01a Trapped chests have been implemented, using the same rendering system as chests and ender chests.
1.814w30a Banners have been added, which render as entities.
1.915w31a Dragon heads have been added, which render as entities.
End gateways have been added, which also use a starfield, much like end portals.
1.1116w39a 16 distinct types of shulker box have been added, which render as entities.
1.1217w15a Beds now render as entities; prior to this version they were part of the block mesh like other blocks. This change has been instituted to accommodate the alternate colors in a way that would not exceed the block ID limit, however this system considerably outlasted the circumstances requiring it.
1.1318w10b A seventeenth shulker box variant has been implemented, which uses much the same rendering system.
18w15a Conduits have been added, which render as entities.
pre3 It is now possible to assign models to end portal and end gateway blocks through the blockstates system, however these will still only be used for particles and will not render any quads as would be done for other block IDs.
1.1418w43a Birch, spruce, jungle, acacia and dark oak signs, alongside their wall variants, have been implemented, using the same rendering system as oak signs and oak wall signs.
18w50a Bells, specifically the bell itself, now render as entities due to the introduction of a swinging animation. The stand they hang from remains customizable through the usual block model system.
19w02a Lecterns may now hold books; the same model is used as with the enchanting table with different behaviour.
Campfires have been added; the four slots for items render independently of the block model of the campfire itself.
19w03a Campfire item positioning has changed.
1.1519w39a Each half of a large chest renders the whole large chest. In practice, this means that a large chest is comprised of two identical, overlapping large chest models. Previously, rendering large chests was entirely handled by the "right" block state, which represents the left half of a given large chest, and the "left" block state, which represents the right half of a given large chest, was completely invisible.
19w41a The beacon beam geometry has changed once again, removing inner faces.
19w42a Each half of a large chest now only renders that half.
1.1620w06a Crimson and warped signs, alongside their wall variants, have been implemented, using the same rendering system as preceding such signs.
20w15a Soul campfires have been added, which use an identical system to campfires for rendering items.
October 3, 2020 It seems likely that sculk sensor tendrils were separate from the model at this point in development, as they moved in a way impossible via standard texture animation and were absent from the item form.
November 13, 2020 Sculk sensor tendrils appear to now be part of the model geometry itself, rather than separate, matching the form of the block that was ultimately implemented.
1.1922w11a Mangrove signs and mangrove wall have been implemented, using the same rendering system as preceding such signs.
1.19.322w42a Ten variants of hanging sign have been added (oak, birch, spruce, jungle, acacia, dark oak, mangrove, bamboo, crimson, warped), which can either be placed on the ceiling or wall, resulting in 20 distinct block IDs; in either case, all of these render as entities as typical signs do.
Bamboo signs and bamboo wall have been implemented, using the same rendering system as preceding such signs.
22w46a Piglin heads have been added, which render as entities.
1.19.423w07a Decorated pots have been added, which render as entities.
Suspicious sand and suspicious gravel have been added; the item that emerges during brushing is rendered independently of the block model of the block itself.
Cherry signs and cherry hanging signs, alongside their wall variants, have been implemented, using the same rendering system as preceding such signs.
1.20.323w45a Trial spawners have been added; much like regular spawners, a miniaturised version of the output mob is displayed within.
1.20.524w13a Vaults have been added; much like spawners, a miniaturised version of the potential output item pool is displayed within.
1.21.224w40a Pale oak signs and pale oak hanging signs, alongside their wall variants, have been implemented, using the same rendering system as preceding such signs.
1.21.424w46a Many block entities will now render block model elements if assigned them, rather than rendering nothing at all but the entity and only using the model for defining the particles.[5]
For unknown reasons, end portal and end gateway blocks,[6] as well as moving piston blocks, were not given this treatment and continue to ignore custom model geometry.
1.21.525w03a Test instance blocks have been added, which emit beacon-like beams.
1.21.925w31a Copper golem statues have been added, which render as entities.
Copper chests have been implemented, using the same rendering system as chests, ender chests and trapped chests.
Shelves have been added; the three slots for items render independently of the block model of the shelf itself. The items are centered vertically.
25w32a Items on shelves have been moved downward.
25w33a Items on shelves can be configured to be either vertically centered or shifted downward.
26.2snap3 Beds now use block models fully rather than only for particles, changing them from to .
snap7 Signs of all types now use block models for their main body, such that only the text is rendered specially.
Standing signs have been changed from to .
Wall signs have been changed from to .
Hanging signs have been changed from to .
Wall hanging signs have been changed from to .

References

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