Photo Quality Road Surface

Discussion in 'Modding' started by Luchian, Dec 17, 2016.

  1. Robert B

    Robert B Guest

    if i get it right,this is not for ksMultilayer_fresnel_nm ?
    if so,can you ul the files needed for the example in the first post?
    i guess,i have to do the research backwards.
     
  2. Pixelchaser

    Pixelchaser Guest

    it is for multilayer and that is how we all learn, reverse engineer style.

    pick a road from a track in AC and ill send you the files.
     
  3. Robert B

    Robert B Guest

    Nürburgring gp ,if possible with the t1 green painted left side of the road,
    Barcelona with the red/white pit entry or the pit road at imola.
     
  4. Pixelchaser

    Pixelchaser Guest

    they are two different materials, textures and use 2 differing shaders. ill send you the basic track texture for the Barcelona so you can concern yourself with multilayer firstly.
     
  5. Pixelchaser

    Pixelchaser Guest

  6. cbcjr6

    cbcjr6 Guest

    How is the mask generated? I get how it is used, just not so much how to create one.
     
  7. LilSKi

    LilSKi Guest

    Just paint reds blues and greens. If you mix colors then you will mix detail image channels. You only need a special mask if you want cracks and such. To start you can do a simple full red, blue, or green mask.
     
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  8. cbcjr6

    cbcjr6 Guest

    Thanks for the help (as always)!
     
  9. Johnr777

    Johnr777 Guest

    Thanks for the excellent shader guide Luchian! I'm coming over from the gMotor world (rFactor/Simbin titles) and was a bit overwhelmed at first... this forum is helping a lot! :)

    Figured out the RGB masking, quite useful for road line detail/normals!

    View attachment progress-1.png
     
    2 people like this.
  10. Luchian

    Luchian Administrator Staff Member Concurent RLR

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    Thank you but actually all the info here it's thanks to our fellow forumer @LilSKi who was kind enough to take the time and put together this detailed explanation :).

    That looks very good ! Why not open a thread so we can see what you are working on and pressure you for progress ? :D

    Sent from my phone using Tapatalk
     
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  11. Johnr777

    Johnr777 Guest

    Well, thanks to you AND @LilSKi ! :)

    Dont think I'll go too far with this... I was just tinkering with Albert McSaltens' Road America, which I believe is a port over from rFactor. Love the track and using it to learn AC's graphic engine and the FBX system, but if time allows, I'll work on my own project!
     
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  12. Hi guys, i need your help with some problem i'm having. I'm attaching two pictures, in the first you can see a red bull ring shot and in the second one there's a track i'm working on. It looks like the diffuse map should mix with the detail map at distance, but it shouldn't mix up at front. In close view it should only show the detail map. This doesn't happen in my track, instead, the diffuse map shows from up close to the far view. In far view looks fine, but up close the diffuser specularity ruins the detail map. Notice that in the shadow of the car, the detail map shows perfectly. It has something to do with the specularity, and i've tried lots of things, but can't know what to do. I'm attaching also the shader configuration of the road. Some ideas?

    [​IMG]
    [​IMG]
    [​IMG]
     
  13. Johnr777

    Johnr777 Guest

    looks like your normal map is not tiled enough, you have 10x40 in there? is it a 1x4 texture?
    try doubling those numbers and see if it looks better
     
  14. LilSKi

    LilSKi Guest

    When you use a detail texture in the txdetailA slot you must define a resolution in the multA slot. It should be 0.8 0.8 to match your red channel.
     
  15. I'm not sure what is the problem with the normal map, because both normal and detail textures are squared. But if i enter for example 10x10 it looks a bit stretched to one direction. But that's not really the problem because of all that bright colour you see on the pavement almost none of it is caused by the normal map. Most of it is a blend between the alpha channel of the diffuse texture and the alpha channel of the detail texture. The problem is that the specularity from the diffuse texture is ruining it all in close distance, it looks fine at long distance, but i want to see just specularity from the detail texture from up close...
     
  16. It doesn't matter what number i enter there, because the mask has a completely black alpha channel.. so nothing changes when adjusting that parameter
     
  17. Here's three examples changing "detailNMmult" parameter, if i enter bigger numbers, it won't look different from the first picture. As you can see, the resolution of that brightness on the asphalt is the same on the 3 pictures, so it's just the alpha channel (specularity) from the diffuse texture mostly and a some specularity from the detail texture (you can notice some little bright details from up close). Normal map just alters it, but it won't make it look better.

    [​IMG]
    [​IMG]
    [​IMG]
     
  18. LilSKi

    LilSKi Guest

    What does the alpha channel of the diffuse look like?
     
  19. This, not far at least from what Kunos uses in their diffuse textures

    [​IMG]
     
  20. LilSKi

    LilSKi Guest

    make it darker and see if it helps. the darker it is the more the detail should come through.
     

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