Hey Guys, I've got a question... I'm just helping out with a mod and there seems to be a problem with the reflectiveness of the cars. here is what it looks ingame: And here is a picture of the S397 Cars: White on the cars is way too reflective on both pictures but on our mod it's way worse. this only happens when headlights are shining on the car. Does anyone have an idea how to fix this? Cheers Rico
You need to check dev corner and read up on albedo maps. It will explain how to do it. Your white needs a mean value of around 185-195 not 255 which is what you probably have now.
Just out of curiosity. Is Assetto Corsa same thing? Do people need to make albeido maps to make everything look nice? What is benefits of having albeido maps? I understand that its something to do with physically based rendering, but why wont it work with basic textures? Is it because different textures need different kind of tweaking?
Okay, i just checked out the documentation for albedo on the rf page... the changes to the skin are already done. levels are down to 210 and saturation is -10.. so what else do i need to do? i'm a bit lost...
Since it's happening with S397 cars, then it's an issue with the night. I wouldn't bother too much spending a lot of time fixing that issue, because it may (or may not...) be fixed in the future, and you'd have to rework your mod for this.
I have no idea about AC The closest the game rendering can match real world materials is to use mean value. Having the bloom is good as a lot of objects do have it on bright sunny days etc working out how to use it is the tricky bit. But alot can be done with the texture.
You can use the rectangular marquee to select an area and get the mean value. Use that to check your white
levels are now down to 187... didn't really get better.. the area where the light stops hitting the car just looks really weird now
I would recommend to go even lower than 210. Even if it's written in the guidelines. I'm mostly using about 180-190 for white color. Yes it looks quite grey in template, but looks realistic ingame. I never use pure white (255,255,255) or pure black (0,0,0) for my liveries. Not in rF2 or AC or AMS etc. Pure white eats all the sun reflections and pure black eats all the shadows on the car. Imagine a car with with pure black (0,0,0) and a shadow falls on that car. How can a pure black get darker due to the shadow? It can't. The livery would look flat, because you lose all the contrast due lights and shadows.
that is true. but those are not my liveries.. i just have the DDS files and need to try to make it work for Dx11 because there is a race coming up and drivers who are using Dx11 because of VR are having problems with this. on my last screenshot you can see a white with 187.. still way too reflective... Edit: i don't use pure black or white on my skins as well.. just as i said.. those are not my skins. those are the standard skins the modmaker got from someone else
alphalayer is full black atm. i mean that could help with the fron being that weird but it won't help with the overly reflective part of the car or does it?
Used grey #737373 now in the alfa layer.. it didn't change an ything. this is the skin. white is 187 and alphalayer is #737373 completely. it does not change anything.
Okay. I notice that it's better now when there is just one light source shining on the car. on the grid it's really bad but in the race itself it's okay.. but that's the same thing i noticed while testing the s397 cars. so is that maybe a problem of the lights in the game?
You have now done the best you can do with the texture it now will be the material settings. Is it a 3 party track
Car skin looks fine colorwise. I would assume, it's the used material shader on that car, which is different from the standard ones in rF2, and which is doing some weird things on DX11.
well in 3dSimed i can see that "car paint with damage + extra layer is selected. which believe is/was a standard rf 2 shader right?