Plz come back if it still doesn't work.
Plz come back if it still doesn't work.
And I'm assuming you have Shader Pack installed in rFactor
By the way - water in that screenshot looks a bit odd - I see no transparency near the camera. Perhaps you have modified this GMT file with some other tools after export?
Remember that other tools are unaware of modifications necessary in GMT files for my shaders to work, so you should not edit GMT files exported from my material tool. You can of course edit source GMT files that my tool reads, but not exported files.
Hovewer I just figured that if will not work in some cases - I'll fix that in next release (should be soon enough).
The water works.
the problem was that I use gmotor2 viewer, and has no time.
also did a test for a glass building, works very well but I put in a gray color in an alpha channel, so that the transparency of the glass was not much.
Thanks, my next test is vegetation.
The Grass capture and grass generator works? I see no reference in the help.
thanks again for this great tool
Yeah, you can use "glass on top" mode to put semi-transparent layer under glass. You can make dark windows with it.also did a test for a glass building, works very well but I put in a gray color in an alpha channel, so that the transparency of the glass was not much.
Or you could just increase the fresnel parameters to create different function of reflectivity.
Well it works, but it will be modified into something more usefull - then I'll write reference.The Grass capture and grass generator works? I see no reference in the help.
appreciate any suggestions for improvement.
"if we share, yes we can" :-)
I see water pops on top of vegetation. I guess I shoudn't put the "glass" flag in water material.
You can look into "definitions" folder in editor. There's a file called waterMaterial.XML there.
It begins with:
Change FLAGS to 68900023, then export water again.Code:<MATERIAL> <NAME>WATER</NAME> <FLAGS>68910023</FLAGS>
I'll do something about it before v0.8 release.
Last edited by Mario Morais; 09-07-11 at 12:02 PM.
I think "glass" is not a good name for this flag. I've seen it also called "postshadow" which would be better I think.
It means that object will be rendered later, after everything else has been rendered. That usually means it will pop in fron of all things that use blending or "no z buffer" flag.
As for "no z buffer" flag it also goes by the name "no clip". It means that this object will not leave his mark in GPU's Z buffer when rendered, so other objects rendered later will pop in front of it. It's rarely used.
The "Glass" flag works in water material, now vegetation is above the water.
The number is 68910003. (only Glass flag)
In night time, the glass building texture is always light! why? the water is well
My Glass options.
Hello. Can anybody post here example of settings for car paint please? I've spent a lot of tame tweaking it, but still cant make realistic looks
That's not really nighttime - looks more like sunset to me
What you're seeing is overbrighted cubemap or perhaps even specular reflection of the sun (I'm getting the impression that this screen was taken looking against the sun).
Ability to get overbright is intended. Of course everyone can control it with fresnel parameters and specular maps and that's what you need to do now. Everything is controllable from editor so refer to manual and play with parameters and textures.
In my opinion a little overbright is not a bad thing at all. Sometimes it's the only way to represent strong reflections - especially when looking against sun during sunset.
If your screen is really taken against sun during sunset, then it's also the sky in the background that's too dark and that makes the mismatch even bigger.
First of all you have to find some base specular color of specular map. Result depends on that.
I'm using one with color about 204,204,204 (clear color without occlusion imitation). So values bellow should be good for such one. If you your specular map has different values you will get diferent results than me. You will have to change values listed below to match spec map.
Fresnel base 0.12 - more means more like mirror/chrome looking directly over material
Fresnel scale 0.6 - how much cube will be ADDED to reflection when looking in 90* angle - in common cases: how much sky is reflected from car's roof when you stay in front of car and looking on this.
Fresnel power 4.0 - default value. Lower values for more chrome materials (1.0 for mirror/chrome). Higher for matte ones. But this may not be always a rule
Specular scale 1: 2/24 - light from the sky brightened by sun or light dispersion in material. very soft reflection
Specular scale 2: 20/1000 - sharp sun reflection
Env Map: srpl_envmap04.dds - sharpest cube map.
It was my settings for cars I worked currently on. Of course settings may vary in relation to used specular map, env map or personal taste. It may be also very subjective and not always match environment created by track creators. Test it on good/realistic looking tracks.
Hi again. Is it possible to make glass reflection look something like that ?
Last edited by Eagle; 09-09-11 at 07:15 AM.
"Glass" on that GT headlight is more or less being altered by the filter on the camera used to take the photo. If I had to, I'd guess it was a polarizing filter.
I finally found my way to this post. Is it ok for me to use your shaders (moving clouds and water) on my tracks ? (scratch made, updates with permissions, working at times with Team Players).
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