IBL/PBR Car Shader Assistance

No AO whatsoever...


Could be this, but it's all white, I think.

I've fetched some ibl-settings for the jsons via a slow-motion mod...

I don't think a completely white alpha channel in the albedo would cause the textures to be too dark. According to Studio 397, the alpha should be white except the areas that are carbon fibre for some reason.

Which IBL shader are you using, carbody or standard?

If its the carbody shader there is a setting for each region which controls the lacquer colour. If this is not set as 1,1,1 (white) it will tint the colour, which may be the issue. With the IBL standard shader there is a setting called AlbedoTint which would have a similar affect.

Could it be the diffuseColour, ambientColour or emissiveColour settings?
 
Does anyone know how to generate the needed maps for the IBL tyreshader? As i have had struggles on creating the said maps myself and i have littleidea on how to create them myself?
 
As you see, you can now overwrite materials with a json file(not just the ca rbody, but everything), so I would just export everything as t1, but I guess it really doesn't matter. You're going to have to launch the game in devmode, go into the showroom or on track, and go to http://localhost:5397/materialeditor/index.html#/, once you're there, you'll see WCCarbody, you need to select that, and choose IBLCarbody for the shader. Then from there, it's pretty straight forward. The carpaint+damage+rain is out-dated now, but it needs to be left in with all the other shaders or else older mods won't work anymore. Once you do the "MaterialOverride="AstonMartinGT3_BaseMat.json"" in the teams file, everything will save to that file, for the car you're working on. You can then copy and paste that material, then edit it for all the other cars.

Are there any naming and reference requirements to assigning such a shader to a part that isn't the carbody? Do the names have to be the same in the filename? I am trying to make chrome wheels for my CART mod, so, I can make such a file and give it the same name as the wheels, and then it works? Or?
 
Are there any naming and reference requirements to assigning such a shader to a part that isn't the carbody? Do the names have to be the same in the filename? I am trying to make chrome wheels for my CART mod, so, I can make such a file and give it the same name as the wheels, and then it works? Or?
Names for textures don't really matter, but you probably give them names that make sense, so you don't forget what it is when trying to assign it. Material names and instance names somewhat matter, for certain objects. But for wheels, no it wouldn't matter what you named it.
 
Names for textures don't really matter, but you probably give them names that make sense, so you don't forget what it is when trying to assign it. Material names and instance names somewhat matter, for certain objects. But for wheels, no it wouldn't matter what you named it.

I want to give these wheels a golden shine, and the other wheels a chrome shine. How should I do that?

The wheels are not a part of the WCCARBODY material. They are their own mesh. (WCRIMS)
 

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I want to give these wheels a golden shine, and the other wheels a chrome shine. How should I do that?

The wheels are not a part of the WCCARBODY material. They are their own mesh. (WCRIMS)
You would need to use genstrings, or upgrades to do that. Just make two different rims, each with their own material.
 
Do you know the code for chrome, and of a golden gloss, such as the wheels of the Ferrari F1 1995 car used to have?
 
Do you know the code for chrome, and of a golden gloss, such as the wheels of the Ferrari F1 1995 car used to have?
No, just set it to full metallic and very low roughness, and adjust the colour until you get what you like.
 
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