Discussion in 'Locations' started by svictor, Dec 22, 2021.
Very very good ! Thank you. Version 2,01 ... moving sheep and horses ? ;-)
Kudos on the vegetation work!
I was trying to figure out why the spectators were so convincing that initially I thought they were 3D. Finally dawned on me that the pics not being full frontal work so much better as camera-facing for trackside spectators. Will have to remember that trick.
Thinking the chimney smoke needs to be mixture of blue/black/greys and not just greys.
The AIW is working well. The work really needs to be done on the cautious, overcorrecting and tank-slapping AI drivers and that's not a track maker's responsibility.
This is absolutely amazing!! Thank you to @svictor and also to Jim Pearson for this work of art!
@svictor Amazing work mate thanks so much for sharing
Incredible work, one of the best tracks in rF2.
I saw the Dakota(DC-3) flying from a distance. I'm assuming the runway is somewhere near the S/F area?
Great track, fantastic feeling of being their. Thank you for this work of art.
Thank you for this masterpiece, my friend.
There is so much attention to detail in it, just great.
Thank you all for the comments! and nice pics @datasting
you can even chase the plane from Jordan's Cross all the way to Tornagrough Corner (if fast enough)
Fantastic! Thank you for a wonderful track.
v2.01 Important Visual Fix
- Fixed a serious graphic issue where IBL probe would sometimes incorrectly sample surrounding objects after loading track (it was a high chance to trigger with rain), and causing extremely dark shading on everything.
- Further improved puddle visual during different amount road wetness.
great improvement, looking superb.
v2.02 Wet puddle visual update (again)
- Updated puddle map texture to 4K resolution with more details, fixed wet puddle visual artifacts to work with the latest January RC build wet road rendering changes. New wet puddle visual now has a more natural and detailed look.
- Adjusted hidden race date setting from August to June for longer daylight time and better sunlight coverage.
Due to the significant wet road rendering changes from latest January RC build, the old v2.01 wet puddle was unfortunately broken (partially) again for both Dundrod & Isle of Man.
The main reason of this is due to the changes to "visual progression" as mentioned in Release Candidate Notes. The new visual progression in RC build is more linear compare to current main build, which means visual puddle will appear sooner in RC than main build. Previously, in order to have visual puddle appear sooner, I had to increase the overall transition(alpha channel contrast) of the puddle texture, which has negative effect in RC build.
Now with v2.02 (and isle of man v2.05), I have doubled puddle texture resolution with more details, and carefully adjusted transition to work with the new linear "visual progression" of RC build's wet road rendering.
This means the new puddle effect will work and look much better in the current RC build, while none-RC build may not look as good due to different "visual progression".
Below are a few Dundrod v2.02 screenshots from current RC build with the new puddle update:
Separate names with a comma.