Say you have 2 textures in a material. One is dark grass, and the other is dirt. You want a smooth transition between the dirt next to the track, and the grass in the infield. Google: rFactor Vertex Alpha... Be aware that the parts that you want to see through will look black in Max. The black part will look transparent once you export (correctly). roughly... one of the textures in the material is set to map channel 1, and the other is set to map channel 2. Next you would select a vertex that the material is on, and adjust it's vertex alpha on one of those map channels (the channel with the texture on top) ..... which will make the area around that vertex transparent... allowing the OTHER texture in the bottom material to show through... in a smooth transition.
It is in the malaysia circuit.Looks like the edges or the polya are painted, and that makes the texture take that colour Edit:thx Bink
yes,sorry. I am asking how much camber should I give to corners,just a general value. My track is mostly flat and I don't know what value i should use
is good question for a real cambers. 4 degrees maybe If is a oval is more. If you use my last version of Trackmaker you can add a camera to track. Can help to see in a car perpective. EDIT: in Road Atlanta in first turn i get 1.696 degrees (2.96%).
Congratulations mario, continuous as! I just starting a circuit that is next to my home, the Albi circuit in the Tarn in France, but it is far from being clean, and it's never like your videos on Mario ... I do not control all of the software and I really struggle to understand everything. I will continue to persist in looking at your tutorial. I expected more forward ...
@maxredbull Your struggle is with max right? . I see you import the background images right and the track look good.
Generally road course cambers are build build between 2 - 3 degrees (in real life), but that depends a lot. Very long corners can have little bit more, but over 4 degrees is probably not practical. Somekind of "rule" is, that shorter corners have smaller camber than long corners. If short corner have big camber, car will bottom out easily. When speaking of track's corner camber, there are two different terminology about them. Some organizations talks about degrees and other percentage (%) cambers. 1% camber = track raises 1 cm, measured along tangent (perpendicular) vector from 1 meter distance of reference point (like track inside line) 1 degree camber = angle of vertical vector between reference points (inside- and outside line of the track) measured against horizontal reference line Sometimes you can have also "off-camber" corners, where outside is lower than inside. For example Sonoma (former Infineon) T2 is off-camber corner. Ovals are totally different case, though... Cheers!
Curious about how the sim-engine handles having 2 cambers... but only one "normal' for for the same piece of track... Maybe that's part of what fast, wet, left, and right line "oriantation" is used for..... calculating 'instantaneous' camber and inclination at any point of a driving line. (?)
But you are thinking in AIW right? AIW not interfere with sim-physics. i hope. P.S. i'm working in Spline mapping in maxscript. is a mess :-( in max 2010 some MAXsxcript functions don't work.
If I apply 1 degree camber it is too heavy. My track is a 1.2 km long, 8 m wide karting circuit. Right now my values are between 0,3 and 0,7, is it enough? Visually and after a quick test drive, it feels ok. But could those be real or correct values?
I'm not sure if 3ds max calculates these values correctly, as 1 degree camber means about 17,5 cm vertical difference between inside and outside track edges, if track is 10 meters wide. But you have to remember that FoV angle affects greatly to "feel" of corner cambers behind the wheel. Cheers!