IBL/PBR Car Shader Assistance

Discussion in 'Car Modding' started by Chris Lesperance, Sep 5, 2019.

  1. sangreone

    sangreone Registered

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    Hello! How exactly did you achieve this? If the new shader is not possible in WCWINDOW, does anyone know how to make the color of stickers in my window stay the same as the color of body with the light change?

    I do not know if I explain, sorry for google translate. Thank you!
     
  2. Woodee

    Woodee Registered

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    So many lists of instructions..... all differing.... could there just be one definitive list to convert a car to PBR? :D
     
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  3. TheGame316

    TheGame316 Registered

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    Maybe if S397 provided some official guidelines then there could be one definitive list. I praise Chris, Coutie and others here for trying to work it out in public and sharing their findings.
    And considering we will probably be getting "complete" track documentation first, then this is it for now.
     
  4. Leonardo Nogueira

    Leonardo Nogueira Registered

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    N the localhost page there isn't the Matte Paint, Chrome Paint, Vinyl, etc options. I still don't understand how to get the chrome effect in a car, wich setup I have to do for a color region (I'm trying to do it in blue region in my case). Someone have a example of the config for a chrome result?
     
  5. zxd1997

    zxd1997 Registered

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    All base material params which @svictor gave me before. But if you want to fine tune it, you need to change it yourself to find out what param resulting what effect
    paint ========================
    "Black":{
    "baseCoatRefractiveIndex":1.65805,
    "baseCoatRoughness":0.528436,
    "baseCoatSpecStrength":0.509339,
    "clearCoatRefractiveIndex":1,
    "clearCoatRoughness":0,
    "clearCoatSpecStrength":1,
    "lacquerColour":[
    0.823529,
    0.823529,
    0.823529,
    1
    ],
    "metallicFlakeColour":[
    1,
    1,
    1,
    0
    ],
    "metallicFlakeStrength":0,
    "metallicPaintStrength":0
    },



    car paint ========================

    "Black":{
    "baseCoatRefractiveIndex":1.64272,
    "baseCoatRoughness":0.356023,
    "baseCoatSpecStrength":0.501676,
    "clearCoatRefractiveIndex":1.30532,
    "clearCoatRoughness":0,
    "clearCoatSpecStrength":1,
    "lacquerColour":[
    1,
    1,
    1,
    1
    ],
    "metallicFlakeColour":[
    1,
    1,
    1,
    0
    ],
    "metallicFlakeStrength":0,
    "metallicPaintStrength":0
    },



    Chrome ========================

    "Black":{
    "baseCoatRefractiveIndex":50,
    "baseCoatRoughness":0,
    "baseCoatSpecStrength":1,
    "clearCoatRefractiveIndex":1,
    "clearCoatRoughness":0,
    "clearCoatSpecStrength":1,
    "lacquerColour":[
    0.752941,
    0.752941,
    0.752941,
    1
    ],
    "metallicFlakeColour":[
    1,
    1,
    1,
    0
    ],
    "metallicFlakeStrength":0,
    "metallicPaintStrength":0
    },



    shiny vinyl ========================

    "Black":{
    "baseCoatRefractiveIndex":1.45857,
    "baseCoatRoughness":0,
    "baseCoatSpecStrength":1,
    "clearCoatRefractiveIndex":1,
    "clearCoatRoughness":0,
    "clearCoatSpecStrength":1,
    "lacquerColour":[
    1,
    1,
    1,
    1
    ],
    "metallicFlakeColour":[
    1,
    1,
    1,
    0
    ],
    "metallicFlakeStrength":0,
    "metallicPaintStrength":0
    },



    matte vinyl ========================

    "Black":{
    "baseCoatRefractiveIndex":2.27083,
    "baseCoatRoughness":0.367577,
    "baseCoatSpecStrength":0.248743,
    "clearCoatRefractiveIndex":1,
    "clearCoatRoughness":0,
    "clearCoatSpecStrength":1,
    "lacquerColour":[
    0.752941,
    0.752941,
    0.752941,
    1
    ],
    "metallicFlakeColour":[
    1,
    1,
    1,
    0
    ],
    "metallicFlakeStrength":0,
    "metallicPaintStrength":0
    },



    matte paint ========================

    "Black":{
    "baseCoatRefractiveIndex":1.2136,
    "baseCoatRoughness":0.628113,
    "baseCoatSpecStrength":0.179777,
    "clearCoatRefractiveIndex":1,
    "clearCoatRoughness":0,
    "clearCoatSpecStrength":1,
    "lacquerColour":[
    1,
    1,
    1,
    1
    ],
    "metallicFlakeColour":[
    1,
    1,
    1,
    0
    ],
    "metallicFlakeStrength":0,
    "metallicPaintStrength":0
    },



    Shiny carbon ========================

    "Black":{
    "baseCoatRefractiveIndex":2.40876,
    "baseCoatRoughness":0.3,
    "baseCoatSpecStrength":0.5,
    "clearCoatRefractiveIndex":1.61207,
    "clearCoatRoughness":0,
    "clearCoatSpecStrength":0.5,
    "lacquerColour":[
    0.752941,
    0.752941,
    0.752941,
    1
    ],
    "metallicFlakeColour":[
    1,
    1,
    1,
    0
    ],
    "metallicFlakeStrength":0,
    "metallicPaintStrength":0
    },




    matte carbon ========================

    "Black":{
    "baseCoatRefractiveIndex":2.40876,
    "baseCoatRoughness":0.15,
    "baseCoatSpecStrength":0.501676,
    "clearCoatRefractiveIndex":1.61207,
    "clearCoatRoughness":0.302443,
    "clearCoatSpecStrength":0.149126,
    "lacquerColour":[
    0.752941,
    0.752941,
    0.752941,
    1
    ],
    "metallicFlakeColour":[
    1,
    1,
    1,
    0
    ],
    "metallicFlakeStrength":0,
    "metallicPaintStrength":0
    },
     
  6. tchachalowski

    tchachalowski Registered

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    have I done everything else the damage effect does not appear in the car driver, someone managed to make it work?
     
  7. Coutie

    Coutie Moderator Staff Member

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    You mean on the drivers body? I don't know if that would actually work.
     
  8. Brent

    Brent Registered

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    @Coutie I believe he means the visible damage to the vehicle body with the shader, where it should show scratches and a "crumpled" bump map when making contact with the wall or another car. I have the same question because It's never worked for me with the IBL/PBR shader even though I made textures for them. I'm not sure if it's a video card setting that needs to be set to see it, or I'm saving the textures wrong, or if it's just disabled at the moment. Others have mentioned it not working as well. But I've seen a number of screenshots where it is or had worked before.
     
  9. lagg

    lagg Registered

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    @Brent AFAIK, some people say that the damage shaders are causing stuttering, not that doesn't work.
     
  10. Feralarri

    Feralarri Registered

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    Damage shaders were disabled by S397 awhile back when they were chasing issues. To my knowledge it has not been re-enabled. This info I got from devs on the discord
     
  11. lagg

    lagg Registered

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  12. DiggerHawk

    DiggerHawk Registered

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    Has anybody managed to control the opacity of a material using the alpha channel of the albedo map when using the IBLStandard shader? It is suppose to be possible according to the dev guide on the Studio 397 website. I have set the alpha to black but it is still visible.
     
  13. Brent

    Brent Registered

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    Per Alex S. in the discord support:
    I've used this manual edit of the json and got transparency to work. It seems sometimes the gmt doesn't save properly for this to work and this is the workaround.
     

    Attached Files:

    Alexandr Meshkov likes this.
  14. DiggerHawk

    DiggerHawk Registered

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    Thank you Brent. Unfortunately when I tried your suggestion it didn't work. In the end I did manage to fix it by looking at the new 2013 Super GT cars. I found the following worked,

    At the top of the file

    "dstBlend":"CUBEAB_INVSRCALPHA",

    then add
    "CUBEMAT_ALPHACHANNEL", to the flags section.

    Then for the Albedo texture section it should look like this,

    "refName":"REFMAP0",
    "shader":"L2IBLSTANDARD",
    "sortOffset":0,
    "srcBlend":"CUBEAB_SRCALPHA",
    "textures":[

    As far as I can tell, if you override a material with a json file it will ignore a lot of the information about materials in the GMT. This also goes for animated textures like tyres which require additional lines in the json to work.
     
  15. Bjørn

    Bjørn Registered

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    Last edited: May 22, 2021
  16. DiggerHawk

    DiggerHawk Registered

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    It could be your Ambient Occlusion map. If you use an old specular map you could end up with it looking darker. As I understand it, the AO map should be mostly white with just the areas with occlusion being darker. As far as I can tell most spec maps where created by desaturating the diffuse map, meaning they are mostly grey. I have been facing this issue with my update to the CART 1998 mod.

    Mark
     
  17. Bjørn

    Bjørn Registered

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    What if I told you my "AOspecmask" files RGB-figures are 244, 243 and 244? As in, almost white...
    Any other pointers?
     
  18. Arnaud Plume

    Arnaud Plume Registered

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    Too much pre-baked AO on the skin.dds of the car?
     
  19. DiggerHawk

    DiggerHawk Registered

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    Is there a spec map in the alpha channel of the diffuse/albedo map?
     
  20. Chris Lesperance

    Chris Lesperance Registered

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    Hmm.... I remember having this issue. I can't remember off hand what it was. I though it had something with the way that the .json was referenced? Or the settings within the .json for your reference color. I could be wrong. It's been a few months since I last did car model modding.
     

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