Good photo for reference wet asphalt.

Discussion in 'Track Modding' started by Mario Morais, Apr 24, 2012.

  1. Mario Morais

    Mario Morais Registered

    Joined:
    Oct 26, 2010
    Messages:
    1,465
    Likes Received:
    169
  2. Jka

    Jka Member Staff Member

    Joined:
    Jan 31, 2011
    Messages:
    954
    Likes Received:
    213
    rF2 RealRoad shader is very close to your reference photo at the moment. Notice very low sun angle on that pic, which gives "flare" effect from asphalt. When sun angle is higher, very wet asphalt starts to reflect nearby trees, buildings etc.

    Level of reflection depends on diffuse texture's alpha channel intensity (whiteness). Alpha channel controls amount of specular intensity and amount of wet surface reflections. As both of these properties reverses each other, it is tricky to archive wanted result. Whiter alpha gives stronger specular effect, but same time wet reflections get smaller (or dim) and vice versa.

    Cheers!
     
    Last edited by a moderator: Apr 24, 2012
  3. blakboks

    blakboks Registered

    Joined:
    Oct 20, 2010
    Messages:
    843
    Likes Received:
    30
    Well, what would we 'need' to reproduce that exactly would be diffuse (non-specular), fresnel, high dynamic range reflections. An awesome normal map would be really helpful as well. Specular/reflection maps that are linked up to the diffuse properly to simulate the different materials (i.e. glossy road, but more diffuse rubber in this particular instance). And an awesome cloud/atmosphere/ambient lighting/shading simulation would be fantastic as well. Simple... :D
     
  4. ethone

    ethone Registered

    Joined:
    Nov 30, 2011
    Messages:
    1,153
    Likes Received:
    37
    How hard can it be? ;)
     
  5. Mario Morais

    Mario Morais Registered

    Joined:
    Oct 26, 2010
    Messages:
    1,465
    Likes Received:
    169
    Is challenge! :)

    I setup the road..
    but in DEVmode when turn on wet road then manipulate fresnel settings but notthing change.. why?
    What is best freenel settings in material properties?
     
  6. Tuttle

    Tuttle Technical Art Director - Env Lead

    Joined:
    Feb 14, 2012
    Messages:
    2,480
    Likes Received:
    775
    If you post a shot of your RR shader settings maybe we can help you...:)

    BTW, I think RR works fine. The only thing It's not so good is the huge impact on FPS of the reflection system...I've a massive FPS drop if I activate reflections on my SCN even though it's not raining.
     
  7. Mario Morais

    Mario Morais Registered

    Joined:
    Oct 26, 2010
    Messages:
    1,465
    Likes Received:
    169
    my Settings in max and in dev mode


    View attachment 2177 View attachment 2178

    The alpha channel of road is the same of Joesville


    when change values in fresnel nothing change.

    My SCN settings

    Code:
    MaxShadowRange=(800.00)
    AmbientColor=(82, 82, 82)
    ReflectPlane=(0.000, 1.000, 0.000, 2.230)
    Code:
    ReflectionMapper=REFLECTEDENV
    {
     Type=Planar
      TextureSize=(1024)
      UpdateRate=(100.000)
      StaticSwitch=(150.000)
      TrackingIns=NULL
    }
    
     
    Last edited by a moderator: Apr 25, 2012
  8. Tuttle

    Tuttle Technical Art Director - Env Lead

    Joined:
    Feb 14, 2012
    Messages:
    2,480
    Likes Received:
    775
    Honestly I don't see anything wrong with your settings.
     
  9. blakboks

    blakboks Registered

    Joined:
    Oct 20, 2010
    Messages:
    843
    Likes Received:
    30
    I don't think Fresnel has been activated yet.
     
  10. Tuttle

    Tuttle Technical Art Director - Env Lead

    Joined:
    Feb 14, 2012
    Messages:
    2,480
    Likes Received:
    775
    I remember that in the first build Fresnel was working on devmode but now isn't.
     
  11. Mario Morais

    Mario Morais Registered

    Joined:
    Oct 26, 2010
    Messages:
    1,465
    Likes Received:
    169
    thanks maybe next update.
     

Share This Page