Real Road Shader

Discussion in 'Track Modding' started by Kaiser, Nov 4, 2019.

  1. Kaiser

    Kaiser Registered

    Joined:
    Apr 11, 2018
    Messages:
    36
    Likes Received:
    2
    Hello friends
    I am creating a circuit for rfactor 2 and use 3DSMax 2017.
    The problem is that the shades appear to me as deactivated, DIS, and it should be green, you know why?
    I can't follow the video of DEV Rfactor 2 .
    Alguna idea?

    Estoy perdido... Captura de pantalla (93).png
     
  2. Coutie

    Coutie Moderator Staff Member

    Joined:
    Oct 5, 2010
    Messages:
    3,779
    Likes Received:
    2,241
    I don't think it matters, the max plugin has been updated since that video was made.
     
    Ginmile and Kaiser like this.
  3. Kaiser

    Kaiser Registered

    Joined:
    Apr 11, 2018
    Messages:
    36
    Likes Received:
    2
    I ask again in the same thread.

    1.5 - The Real Kerb Shader composition

    Dummy Reflection (A dummy texture, which exists in the MAPs folder) where can I find this texture? I don't know what it is and in the textures I have I don't have anything like it ...
    and the other one is Rain Puddle Map (Specular Map with Puddle Map here) I have seen that this is done with photoshop. but the video is old and I don't know if it still works the same way ... can someone tell me a video tutorial?

    Thank you very much for the help friend.
     
  4. Leonardo Nogueira

    Leonardo Nogueira Registered

    Joined:
    Apr 1, 2016
    Messages:
    260
    Likes Received:
    358
    Dummy Reflection: You can use any texture that you have in textures. it will not matter. it will be substitute in game for the reflectio, so, u can use for exemple a black texture or another dds file you already use in another object.
    Rain Puddle Map: works the same way. I don't have any videos but try to follow the step by step from S-397.
     
    Kaiser likes this.
  5. Kaiser

    Kaiser Registered

    Joined:
    Apr 11, 2018
    Messages:
    36
    Likes Received:
    2
    I found another problem, apparently ... the "REFLECTEDENV" that is marked in the tutorial does not appear. Is it because I lack the relection texture?
     

    Attached Files:

  6. Leonardo Nogueira

    Leonardo Nogueira Registered

    Joined:
    Apr 1, 2016
    Messages:
    260
    Likes Received:
    358
    you have to write exactly as there is "REFLECTEDENV" but, for this, in the reflection map you have to check the live mapper to enable to write.
     
    Kaiser likes this.
  7. Coutie

    Coutie Moderator Staff Member

    Joined:
    Oct 5, 2010
    Messages:
    3,779
    Likes Received:
    2,241
    If you set it up in the exporter panel, it'll be listed in the drop down. I suppose you could also just write it in if you've only set it up in the scn file.
     
    Kaiser likes this.
  8. Leonardo Nogueira

    Leonardo Nogueira Registered

    Joined:
    Apr 1, 2016
    Messages:
    260
    Likes Received:
    358
    for me it's never listed hehehe... but I think he don't tag "live mapper" in reflection part.
     
    Kaiser likes this.
  9. Kaiser

    Kaiser Registered

    Joined:
    Apr 11, 2018
    Messages:
    36
    Likes Received:
    2
    I really appreciate your help! I use a translator to be able to speak English ... I hope you can understand me well, that's why I upload an image to see if this is resolved.

    I have exported and updated scn. (I have to inform that I am using the convert for export .gmt and a .scn)
    I don't know why the textures of 3ds max don't appear to me. As you can see they are different. I have reviewed all the channels and ID and everything is correct.

    The rain doesn't work either ...
     

    Attached Files:

  10. Kaiser

    Kaiser Registered

    Joined:
    Apr 11, 2018
    Messages:
    36
    Likes Received:
    2
    The video where I have seen the tutorial, which is rfactor, does not configure the reflection mapper in the video ..
     

    Attached Files:

    • help.jpg
      help.jpg
      File size:
      102.7 KB
      Views:
      210
  11. Coutie

    Coutie Moderator Staff Member

    Joined:
    Oct 5, 2010
    Messages:
    3,779
    Likes Received:
    2,241
    If you click the arrow beside where it says add new mapper, then click add new mapper, a box will pop up and you can write REFLECTEDENV or whatever you want.
     
    Kaiser likes this.
  12. Kaiser

    Kaiser Registered

    Joined:
    Apr 11, 2018
    Messages:
    36
    Likes Received:
    2
    the problem persists ... I have written it in both the material menu and the export menu
     

    Attached Files:

  13. Coutie

    Coutie Moderator Staff Member

    Joined:
    Oct 5, 2010
    Messages:
    3,779
    Likes Received:
    2,241
    Kaiser likes this.
  14. Kaiser

    Kaiser Registered

    Joined:
    Apr 11, 2018
    Messages:
    36
    Likes Received:
    2
    I have already solved the problem 50%, I have solved with help the problem of the grass, black vertex, (I know, it was simple but I ask you for understanding for this rookie, haha) the problem was in the multi texture, which was not right mapped Now the asphalt looks much better. but I'm still having trouble getting the road to fill with water in the gmotor scene. I can not see the effect.

    I uploaded some images of the materials, in case you can see something wrong
     

    Attached Files:

    Last edited: Nov 6, 2019
  15. Coutie

    Coutie Moderator Staff Member

    Joined:
    Oct 5, 2010
    Messages:
    3,779
    Likes Received:
    2,241
    Does the road texture have an alpha channel?
     
    Kaiser likes this.
  16. Kaiser

    Kaiser Registered

    Joined:
    Apr 11, 2018
    Messages:
    36
    Likes Received:
    2
    yes...
     

    Attached Files:

  17. Coutie

    Coutie Moderator Staff Member

    Joined:
    Oct 5, 2010
    Messages:
    3,779
    Likes Received:
    2,241
    Have you set the reflectedenv mapper up correctly? In your other pictures, there's nothing there. That's what controls the reflections you see on the road.
     
  18. Leonardo Nogueira

    Leonardo Nogueira Registered

    Joined:
    Apr 1, 2016
    Messages:
    260
    Likes Received:
    358
    the SCN part is done correctly?
     
  19. Kaiser

    Kaiser Registered

    Joined:
    Apr 11, 2018
    Messages:
    36
    Likes Received:
    2
    you mean if you activate the reflected in the kerb? The reflected is activated in the road and kerb, with different parameters. I did it like in the video. both on the road commo in the kerb, grass is different shader, it doesn't have reflected

    I would not know how to answer you ... I have followed the steps of the video ... but an old video, the export plugin has already been updated ... change things that make it difficult to follow the video to the letter, not to mention that I do not speak English .. .

    https://my.pcloud.com/publink/show?code=XZT98QkZwu5IrgmWHyponm6a1URIkjO6xqIk
     
  20. Kaiser

    Kaiser Registered

    Joined:
    Apr 11, 2018
    Messages:
    36
    Likes Received:
    2
    CUBEASF

    //-------------------------------------------------------

    SearchPath=.
    SearchPath=KVC
    SearchPath=KVC\***** ( ERASE NAME TRACK PRIVATY )
    SearchPath=KVC\ASSETS\ANIMS
    SearchPath=KVC\ASSETS\GMT
    SearchPath=KVC\ASSETS\MAPS

    //-------------------------------------------------------

    View=mainview
    {
    Clear=False
    Color=(0, 0, 0)
    Size=(1.00, 1.00) Center=(0.5, 0.5)
    FOV=(77.75, 62.50)
    ClipPlanes=(0.50, 1500.00)
    View=rearview
    {
    Clear=False
    Color=(0, 0, 0)
    Size=(1.00, 1.00) Center=(0.50, 0.50)
    FOV=(62.5, 62.5)
    ClipPlanes=(0.50, 500.00)
    }
    }

    //-------------------------------------------------------

    MaxShadowRange=(350.00)
    AmbientColor=(76, 76, 76)
    ReflectPlane=(0.000, -1.000, 0.000, 0.000)

    //-------------------------------------------------------

    View=C
    {
    Color=(100, 100, 100)
    Size=(1.0, 1.0) Center=(0.5, 0.5)
    Pos=(-17.395, 1.488, -103.988)
    Dir=(0.479, 0.000, 0.878)
    FOV=(65.470, 49.103)
    ClipPlanes=(0.100, 1500.000)
    }

    Light=Direct00
    {
    Type=Directional Color=(220, 220, 220) Dir=(0.5, -0.9, 0.5)
    }

    //-------------------------------------------------------

    Instance=RaceSurface_01
    {
    MeshFile=RaceSurface_01.gmt Deformable=True CollTarget=True HATTarget=True
    }
    Instance=RaceSurface_03
    {
    MeshFile=RaceSurface_03.gmt Deformable=True CollTarget=True HATTarget=True
    }
    Instance=RaceSurface_02
    {
    MeshFile=RaceSurface_02.gmt Deformable=True CollTarget=True HATTarget=True
    }
    Instance=Grass01
    {
    MeshFile=Grass01.gmt CollTarget=True HATTarget=True
    }

    //-------------------------------------------------------

    ReflectionMapper=REFLECTEDENV
    {
    Type=Planar
    TextureSize=(1024)
    UpdateRate=(1.000)
    StaticSwitch=(100.000)
    Pos=(0.000000,0.000000,0.000000)
    }
     

Share This Page