hi all! i have a few question about this topic. even i was able to make rain reflection to works OK, there is a few issue i want to know how to fix. first : some objects show its reflection at some part of tracks where should not. here 2 examples at my Ahvenisto track, once with pit buildings and other with bridge. there is a way to fix it and what i am doing wrong. second: i pick a sunny event and track shows rain reflection, even there is not rain!! third : wich objects to include?? i assume the objects very close to track and big enough to represent a reflection, is that OK?? thats all by now Sergio Loro
To me it looks like your REFLECTEDENV plane is misaligned related to track surface. This might be challenging with Ahvenisto - type of track, which has very few flat places on surface. You might have to use static reflectors on those problematic places. But try to use as few static reflectors as possible, because they are very resource hungry (especially video memory). Dry track reflection is related to main albedo track texture alpha. You need to finetune alpha channel intensity. Make it darker or brighter to achieve wanted result.
Our environment reflection system isn't smart enough (it is canned), so he doesn't know if between your POV and a reflected object, there is an obstacle, a wall, a mountain etc.. The projection will affect every surface sitting same plane, with everything around and under that plane. Same goes when you have an object reflecting on a piece of road, sitting on a higher section of the track. You may get those upper stuff reflecting on the lower part of the track, when you are looking at the same direction. Try reducing LODs for those objects at minimum, so they unload from frustum as soon as possible.
For non flat places you can use my tool "gmaterialTool" to create planes from any point of track. For example sloping areas .
First make sure you didn't load a realroad profile with rain. Second, make sure all realroad materials end with "_wet" tag in their name, otherwise you will get this wet road look.
thanks for all reply! there is any sense to put 2 twin objects, one with small LOD settings, make it reflect and other with not reflect, that activate it just when other deactivate. i hope you understand me after 10000 years of civilization we should have a universal language
Are you sure about it, Jka? I used extreme albedo maps (dark or clear) and the cars are not reflecting in my race surface. In my end, I was having this issue dry tarmac versus cars reflecting, the only way I got rid of it was setting the cube map of slot 7 (reflection) to 0.0% in 3ds Max material dialog (real road material). This fixed the issue and it doesn't seem to affect the rain reflection. https://s9.postimg.org/hrw75kagv/slot7.jpg
It seems to do. At least, before 1080b, it used to affect the dry reflection, I can't confirm if currently that has any impact.
it tried both options to fix the "dry tarmac / cars reflecting" issue, but not one helps. to be honest i have not idea how to fix it. ECAR_Tracks, any chance you take a look at 3dsmax file?
Here is screenshot from NIR's pitlane. I edited pitlane road material main albedo alpha much darker. View attachment 20702
i load a 3dsmax file that contain race surface. http://www.mediafire.com/download/veiii44wqwe1t5b/T1T2_outer_terrain_MAX10.rar http://www.mediafire.com/download/abjo8cbb2hblcxh/RF2_AHVENISTO_3DMAX12.rar plus track in devmode, just in case if neccesary http://www.mediafire.com/download/lcoa26353k6ys1y/Ahvenisto_F3CT.7z i hope sort out this and move to next "thing to do"
I download your DDS files of road.. and you have the same alpha channel for all! take a look.. http://wiki.rfactor.net/index.php?title=Shader_RealRoad
hi mario! i create local planes for this areas. i want to fix the "dry tarmac / cars reflecting" issue first, then move to other issue. i am going to check the alpha channel to see if this helps. thanks!!
The "dry tarmac / cars reflecting" dry issue is because your material name is: ROAD_TRACKMAIN_WET_ROAD7 And must be ROAD_TRACKMAIN_WET The material name sufix must be _WET Another thing. I see your Asphalt detail map "road2_MULT.dds", "road2_SPEC.dds" have the same size of main road texture "road2.dds" is fine if your UV channel 2 is ok , but the "MARBLES.DDS" use channel 2, soo you must do a MARBLES with same size. (2048x1024). cheers
i renamed materials to ROADXXX_TRACKMAIN_WET i renamed gmt to RaceSurface_xx (before was Race_Surface_XX) in material "Reflection Mapper=" REFLECTEDENV Live Mapper is check. I export with Deform = True I re-mapped Mult,Spec,Normal and Marbles, i used ISI textures, now everything looks better. Reflections does not show when dry, but now did not work with rain. I check with 3dsimed (i dont know if this count) and rain reflection works just fine. I am going to take a look at forum looking for a asnwer
Not sure if this will make a difference I noticed in your last image the sector markers use a road texture (or looks like they have a wet reflection). I have always used a separate material for sector markers..material name=SECTORMAT and I usually use the steering wheel track map as a T1 texture.
i follow all tips provide here and at wiki,finally everything works OK with "dry/wet reflections" issue. i had many mistakes and help was very appreciate. now i am going to work with objects to make them reflect correctly. thanks!