IBL/PBR Car Shader Assistance

I've also tried to have one specific region file for each skin (with a MaterialOverride= in the veh file) but it worked only partialy. It was ok for the selected car but nok for AI cars (I don't know why but the AI region map was automaticly replaced by the defaultlivery.dds of the AI car giving strange results).

Hello! How exactly did you achieve this? If the new shader is not possible in WCWINDOW, does anyone know how to make the color of stickers in my window stay the same as the color of body with the light change?

I do not know if I explain, sorry for google translate. Thank you!
 
So many lists of instructions..... all differing.... could there just be one definitive list to convert a car to PBR? :D
Maybe if S397 provided some official guidelines then there could be one definitive list. I praise Chris, Coutie and others here for trying to work it out in public and sharing their findings.
And considering we will probably be getting "complete" track documentation first, then this is it for now.
 
N the localhost page there isn't the Matte Paint, Chrome Paint, Vinyl, etc options. I still don't understand how to get the chrome effect in a car, wich setup I have to do for a color region (I'm trying to do it in blue region in my case). Someone have a example of the config for a chrome result?
 
N the localhost page there isn't the Matte Paint, Chrome Paint, Vinyl, etc options. I still don't understand how to get the chrome effect in a car, wich setup I have to do for a color region (I'm trying to do it in blue region in my case). Someone have a example of the config for a chrome result?
All base material params which @svictor gave me before. But if you want to fine tune it, you need to change it yourself to find out what param resulting what effect
paint ========================
"Black":{
"baseCoatRefractiveIndex":1.65805,
"baseCoatRoughness":0.528436,
"baseCoatSpecStrength":0.509339,
"clearCoatRefractiveIndex":1,
"clearCoatRoughness":0,
"clearCoatSpecStrength":1,
"lacquerColour":[
0.823529,
0.823529,
0.823529,
1
],
"metallicFlakeColour":[
1,
1,
1,
0
],
"metallicFlakeStrength":0,
"metallicPaintStrength":0
},



car paint ========================

"Black":{
"baseCoatRefractiveIndex":1.64272,
"baseCoatRoughness":0.356023,
"baseCoatSpecStrength":0.501676,
"clearCoatRefractiveIndex":1.30532,
"clearCoatRoughness":0,
"clearCoatSpecStrength":1,
"lacquerColour":[
1,
1,
1,
1
],
"metallicFlakeColour":[
1,
1,
1,
0
],
"metallicFlakeStrength":0,
"metallicPaintStrength":0
},



Chrome ========================

"Black":{
"baseCoatRefractiveIndex":50,
"baseCoatRoughness":0,
"baseCoatSpecStrength":1,
"clearCoatRefractiveIndex":1,
"clearCoatRoughness":0,
"clearCoatSpecStrength":1,
"lacquerColour":[
0.752941,
0.752941,
0.752941,
1
],
"metallicFlakeColour":[
1,
1,
1,
0
],
"metallicFlakeStrength":0,
"metallicPaintStrength":0
},



shiny vinyl ========================

"Black":{
"baseCoatRefractiveIndex":1.45857,
"baseCoatRoughness":0,
"baseCoatSpecStrength":1,
"clearCoatRefractiveIndex":1,
"clearCoatRoughness":0,
"clearCoatSpecStrength":1,
"lacquerColour":[
1,
1,
1,
1
],
"metallicFlakeColour":[
1,
1,
1,
0
],
"metallicFlakeStrength":0,
"metallicPaintStrength":0
},



matte vinyl ========================

"Black":{
"baseCoatRefractiveIndex":2.27083,
"baseCoatRoughness":0.367577,
"baseCoatSpecStrength":0.248743,
"clearCoatRefractiveIndex":1,
"clearCoatRoughness":0,
"clearCoatSpecStrength":1,
"lacquerColour":[
0.752941,
0.752941,
0.752941,
1
],
"metallicFlakeColour":[
1,
1,
1,
0
],
"metallicFlakeStrength":0,
"metallicPaintStrength":0
},



matte paint ========================

"Black":{
"baseCoatRefractiveIndex":1.2136,
"baseCoatRoughness":0.628113,
"baseCoatSpecStrength":0.179777,
"clearCoatRefractiveIndex":1,
"clearCoatRoughness":0,
"clearCoatSpecStrength":1,
"lacquerColour":[
1,
1,
1,
1
],
"metallicFlakeColour":[
1,
1,
1,
0
],
"metallicFlakeStrength":0,
"metallicPaintStrength":0
},



Shiny carbon ========================

"Black":{
"baseCoatRefractiveIndex":2.40876,
"baseCoatRoughness":0.3,
"baseCoatSpecStrength":0.5,
"clearCoatRefractiveIndex":1.61207,
"clearCoatRoughness":0,
"clearCoatSpecStrength":0.5,
"lacquerColour":[
0.752941,
0.752941,
0.752941,
1
],
"metallicFlakeColour":[
1,
1,
1,
0
],
"metallicFlakeStrength":0,
"metallicPaintStrength":0
},




matte carbon ========================

"Black":{
"baseCoatRefractiveIndex":2.40876,
"baseCoatRoughness":0.15,
"baseCoatSpecStrength":0.501676,
"clearCoatRefractiveIndex":1.61207,
"clearCoatRoughness":0.302443,
"clearCoatSpecStrength":0.149126,
"lacquerColour":[
0.752941,
0.752941,
0.752941,
1
],
"metallicFlakeColour":[
1,
1,
1,
0
],
"metallicFlakeStrength":0,
"metallicPaintStrength":0
},
 
@Coutie I believe he means the visible damage to the vehicle body with the shader, where it should show scratches and a "crumpled" bump map when making contact with the wall or another car. I have the same question because It's never worked for me with the IBL/PBR shader even though I made textures for them. I'm not sure if it's a video card setting that needs to be set to see it, or I'm saving the textures wrong, or if it's just disabled at the moment. Others have mentioned it not working as well. But I've seen a number of screenshots where it is or had worked before.
 
Damage shaders were disabled by S397 awhile back when they were chasing issues. To my knowledge it has not been re-enabled. This info I got from devs on the discord
 
Has anybody managed to control the opacity of a material using the alpha channel of the albedo map when using the IBLStandard shader? It is suppose to be possible according to the dev guide on the Studio 397 website. I have set the alpha to black but it is still visible.
 
Has anybody managed to control the opacity of a material using the alpha channel of the albedo map when using the IBLStandard shader? It is suppose to be possible according to the dev guide on the Studio 397 website. I have set the alpha to black but it is still visible.

Per Alex S. in the discord support:
For alpha test transparency make sure that the albedo map has a texture flag of "CUBETF_CHROMAKEY"

I've used this manual edit of the json and got transparency to work. It seems sometimes the gmt doesn't save properly for this to work and this is the workaround.
 

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Per Alex S. in the discord support:


I've used this manual edit of the json and got transparency to work. It seems sometimes the gmt doesn't save properly for this to work and this is the workaround.

Thank you Brent. Unfortunately when I tried your suggestion it didn't work. In the end I did manage to fix it by looking at the new 2013 Super GT cars. I found the following worked,

At the top of the file

"dstBlend":"CUBEAB_INVSRCALPHA",

then add
"CUBEMAT_ALPHACHANNEL", to the flags section.

Then for the Albedo texture section it should look like this,

"refName":"REFMAP0",
"shader":"L2IBLSTANDARD",
"sortOffset":0,
"srcBlend":"CUBEAB_SRCALPHA",
"textures":[

As far as I can tell, if you override a material with a json file it will ignore a lot of the information about materials in the GMT. This also goes for animated textures like tyres which require additional lines in the json to work.
 
Am I right in saying, that using the IBL-shader, makes the cars appear darker? Or am I doing something wrong?

EDIT:
@Chris Lesperance
@svictor
@zxd1997

It could be your Ambient Occlusion map. If you use an old specular map you could end up with it looking darker. As I understand it, the AO map should be mostly white with just the areas with occlusion being darker. As far as I can tell most spec maps where created by desaturating the diffuse map, meaning they are mostly grey. I have been facing this issue with my update to the CART 1998 mod.

Mark
 
It could be your Ambient Occlusion map. If you use an old specular map you could end up with it looking darker. As I understand it, the AO map should be mostly white with just the areas with occlusion being darker. As far as I can tell most spec maps where created by desaturating the diffuse map, meaning they are mostly grey. I have been facing this issue with my update to the CART 1998 mod.

Mark
What if I told you my "AOspecmask" files RGB-figures are 244, 243 and 244? As in, almost white...
Any other pointers?
 
Am I right in saying, that using the IBL-shader, makes the cars appear darker? Or am I doing something wrong?

EDIT:
@Chris Lesperance
@svictor
@zxd1997

Hmm.... I remember having this issue. I can't remember off hand what it was. I though it had something with the way that the .json was referenced? Or the settings within the .json for your reference color. I could be wrong. It's been a few months since I last did car model modding.
 
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