I think this is a great photo for reference to the wet asphalt and light. what are the settings for the Real road shader that comes close will photo? View attachment 2167 High resolution version
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!
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...
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?
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.
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 }