in the futur may be yes but a lot of people don't seem to be in love with this dirt thing on window . may be it's better to add dirt layer on the body i think
Make it optional. Some people may not like having their cars dirty. Anyway after seeing Tosch's take on how appearance can be altered in rF2 using some tricks I'm really curious if on the same day next year I will be saying that all cars look like this on default from ISI or better just from pure utilizing more advanced shaders and engine enhancements. I'm not sucker for eye candy graphics but I strongly believe the more "right" look of everything that's on screen and closer (prettier) to real life, the more immersed we become into the sim. Also I would like to see next version in action after hearing that it's so good.
I can confirm it's really good and still getting better and better. Physics are very beliveable (beliveable because I never drove a real GT3). And not every spin end more or less after 180 degrees rotation as I notice this on some other mods .
Quick light test with Some1's great light shader at dawn (the most critical time). For everyone who implements the shader, make sure to use a high "Alpha Sort Offset" (for cars 5 - 8, I used 8 for the flare and 7 for the glow) to avoid blending problems with other alpha materials (windshield, head light glass).
Holy cow....tosch...amazing....just amazing. Speechless[emoji15] Gesendet von meinem GT-I9301I mit Tapatalk
I think that we do not understand well. When I speak about dirty windscreen, I think to that: View attachment 18583
The transition between day and night looks dull with the new tonemapper/automated hdr. There is no edge. Everything is on the "safe" side (white point, black point). At dawn the lighting should be dominated by ambient light, but the ratio between ambient light/direct (sun) light is always the same. In the past, when I created hdr profiles, the day/night transition was the most time consuming process, because the dramatic change in lighting required a lot of adjustments to white point, black point, gamma and so on. It's much simpler now, but that doesn't mean the result (at dawn) looks better. The image quality at daytime is ok. It all depends on textures and shader settings. The extreme white sky at some tracks (especially near the horizon) could be controlled by the turbidity setting, but it is, like so many features (light pollution at night for instance, you don't have a black sky at Sao Paulo), hardcoded and only adjustable in devmode. All this stuff is very complicated and there is a reason why some of the other sims don't have a full day/night cycle. It just takes a huge amount of time and manpower to get this right. Although I'm moaning a lot about this and it seems I'm only interested in the gfx stuff, the reason why I picked this sim is that ISI has, in my opinion, the right priority's. Physics first! The most beautiful sim is worthless if you have the constant feeling something is wrong with the underlying physics.
@yoss I believe a simple copy of the windows gmt with a new reflection map (T1 shader, double sided, alpha blending transparency) should do the job. That should also fix our banner problem.
Please make a "clean" standard one too, bacause all that dirt and too much reflection causes trouble in 3D Vision and maybe VR too. TIA