[REL] Dundrod 1955 - Conversion from GPL (v2.0 updated)

HOLY COW

v2.90
- Add volumetric lighting and animated dust effect for all street lights. Volumetric lighting effect is only available using "Full" circuit detail setting.
- Add additional historical building, pit direction sign according to real footage.
- Add gravel surface property for paddock area according to real footage.
- Improved road, groove, pit lane banner material detail.
- Improved and added more trees and shrubs at various locations.
- Improved airplane propeller blades animation and material.
- Removed ugly sharp shadows casting on trees.
- Fixed terrain shadow casting issues from very low sun angle.
- Fixed missing backside of pit lane fence.
- Slightly faster seagulls.

Volumetric lighting & animated dust lights:
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HOW
DID
YOU
DO
THAT
???
 
To @Nick9320
It's done by creating a bunch of simple light cone shape meshes that mapped with a gradient texture (from white to alpha full transparency), overlapping them with slightly different size and UV map offset to create fade out effect.
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Light dust animation effect is done by create a special UV map (for emissive effect and animation) in secondary UV channel of the light cone object, with randomized UV mapping of each triangulated mesh faces, and create a noise texture map to simulate flowing dust.
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Then in RF2's material editor, enable "Emissive" map and "Animated" option (which enables the new scrolling animation), set UV channel to second channel, and adjust scrolling rate (speed) based on UV axis. "Alpha blending" is required to have smooth transition with alpha transparency, since alpha chroma cannot have smooth alpha transition, and the tricky part is to create a gradient texture with right amount alpha transition to minimum quality loss (artifacts). I also used this scrolling emissive map technique for randomized road lights fluctuation animation.
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Thanks everyone.

I'm now happy to share with you the very first 3D animated fireworks, now available in RF2, wish you all a pleasant driving.

3.10 update:
- Implemented 3D fireworks effect and animation for used in RF2 mods.
- Added fireworks to "24 Hours of Dundrod" and "GP Reverse" layouts.
- Fireworks effect is only available using "Full" circuit detail setting, and disabled in qualify session.

Notable features:
- Pseudo fire particle effect that utilizes RF2's new IBL shader and multi-channel texture animation.
- Two different types of fireworks that randomly fire at different intervals and positions.
- Fully randomized particle and trail color that changes with each explosion.

Recommended setting:
In-game "FSAA(MSAA)" and "Post Effects" setting can make noticeable difference to fireworks visual effect. FSAA setting mainly affects fire particles and trails visible size, while Post Effects setting affects fire glowing (bloom) strength. For better overall fireworks effect, set FSAA at 2X or higher, and Post Effects at Medium or higher.

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