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Thread: SimRacingPL Shader Pack - discussion

  1. #21
    MaXyM's Avatar

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    Quote Originally Posted by Mario Morais View Post
    But in game the water do'nt move. No wave effect! i miss something??
    I can see waves.. so there is wave effect in place But if it doesn't move... be sure you are looking on this while replay is not stopped. The time cannot be stopped.
    Plz come back if it still doesn't work.


    Quote Originally Posted by Jason Hou View Post
    Do you know how to add SRPL shader and motion blur of wheels on my mod(still working on it)?
    It should work. Prepare motion blur as usually, for example using 3dsimed. Then process it with the MaterialEditor. Please note, that gmt objects is being loaded only while project is loading (or while adding gmt to the project). If you change source gmt while object is already loaded into editor, it will not be able to export updated version of gmt. In that case: save project, leave editor, load project again. Probably reloading project should work also. However... I;m not sure it is enough though if you have already created material in Editor based on the no-anim matrial version. Krzysztof will know it better. You always may try to delete material and re-create it again (in Editor).
    Last edited by MaXyM; 09-06-11 at 11:58 AM.

  2. #22
    K Szczech's Avatar
     

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    Quote Originally Posted by Mario Morais View Post
    But in game the water do'nt move. No wave effect! i miss something??
    Both sky and water animation is controlled by sun movement in rFactor. So if you're in pause mode, then animation will stop.
    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.

    Quote Originally Posted by Jason Hou View Post
    Do you know how to add SRPL shader and motion blur of wheels on my mod(still working on it)?
    I have no animation support in editor yet. You need to put animation in the GMT file yourself and then only add shaders with editor. Animation should be preserved from original GMT file after you export it.
    Hovewer I just figured that if will not work in some cases - I'll fix that in next release (should be soon enough).
    Last edited by K Szczech; 09-06-11 at 12:04 PM.
    SRPL Shader Pack v0.92 is now available for modders: announcements / discussion
    "Be kind whenever possible. It's always possible." - Dalai Lama

  3. #23
    Mario Morais's Avatar

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    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

  4. #24
    K Szczech's Avatar
     

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    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.
    Yeah, you can use "glass on top" mode to put semi-transparent layer under glass. You can make dark windows with it.
    Or you could just increase the fresnel parameters to create different function of reflectivity.

    The Grass capture and grass generator works? I see no reference in the help.
    Well it works, but it will be modified into something more usefull - then I'll write reference.
    Last edited by K Szczech; 09-07-11 at 07:51 AM.
    SRPL Shader Pack v0.92 is now available for modders: announcements / discussion
    "Be kind whenever possible. It's always possible." - Dalai Lama

  5. #25
    Mario Morais's Avatar

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    Water & glass test





    appreciate any suggestions for improvement.
    thanks

    "if we share, yes we can" :-)

  6. #26
    K Szczech's Avatar
     

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    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:
    Code:
      <MATERIAL>
        <NAME>WATER</NAME>
        <FLAGS>68910023</FLAGS>
    Change FLAGS to 68900023, then export water again.

    I'll do something about it before v0.8 release.
    Last edited by K Szczech; 09-07-11 at 12:44 PM.
    SRPL Shader Pack v0.92 is now available for modders: announcements / discussion
    "Be kind whenever possible. It's always possible." - Dalai Lama

  7. #27
    Mario Morais's Avatar

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    Quote Originally Posted by K Szczech View Post
    I see water pops on front 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:
    Code:
      <MATERIAL>
        <NAME>WATER</NAME>
        <FLAGS>68910023</FLAGS>
    Change FLAGS to 68900023, then export water again.

    I'll do something about it before v0.8 release.


    so the vegetation comes forward? i will try thks

    I make test of FLAGS:
    only Glass = 68910003; Glass+Blend = 68910023; Only Blend = 68900023:
    You think you're wrong on the number. right?


    The Option "No Z buffer" can solve the Alpha channel bug in rfactor?
    Last edited by Mario Morais; 09-07-11 at 12:02 PM.

  8. #28
    K Szczech's Avatar
     

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    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.
    SRPL Shader Pack v0.92 is now available for modders: announcements / discussion
    "Be kind whenever possible. It's always possible." - Dalai Lama

  9. #29
    Mario Morais's Avatar

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    "glass" flag works

    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.


  10. #30
    Eagle's Avatar
     

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    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

  11. #31
    K Szczech's Avatar
     

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    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.
    Last edited by K Szczech; 09-07-11 at 04:34 PM.
    SRPL Shader Pack v0.92 is now available for modders: announcements / discussion
    "Be kind whenever possible. It's always possible." - Dalai Lama

  12. #32
    MaXyM's Avatar

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    Quote Originally Posted by Eagle View Post
    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

    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.

    So:
    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.
    Last edited by MaXyM; 09-07-11 at 03:31 PM.

  13. #33
    Eagle's Avatar
     

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    Thank you very much MaXyM. This is very helpfull.

  14. #34
    Mario Morais's Avatar

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    Quote Originally Posted by K Szczech View Post
    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.
    i'v also tried at night and the building shines like day. thanks again, i must play more with parameters.

  15. #35
    Eagle's Avatar
     

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    Sep 2011
    Hi again. Is it possible to make glass reflection look something like that ?
    Last edited by Eagle; 09-09-11 at 07:15 AM.

  16. #36
    MaXyM's Avatar

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    I don't know why but this picture is redirected to someone else.

  17. #37
    Eagle's Avatar
     

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    Sep 2011
    reuploaded

  18. #38
    MaXyM's Avatar

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    Hmm. To be honest I never seen such looking glass on headlights... Looks like some kind of light refraction.
    You may use 'direct' method of blending. But it is not intended to be used for glass.

  19. #39
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    "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.

  20. #40
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    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).

    My portfolio - jpalesi27.free.fr

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