First issue I have is when I try to switch to IBL tire shader, something is wrong about textures. I get this message: Do I have to convert to BC7, and other dds formats ? Another big problem I have is rimblur. I have no luck with this one. Can I achieve something like this in rF2, and how ? Please help. Best I had so far was this: Obvious transparency sorting problems, and I have not yeat approached the subtle shading where I need to have blurred spokes more shiny/metalic so they are more visible. To be honest I don't remember a car in rF2 with really good looking rims blur which I could study.
You can try to Take a look to chiefwiggum f1 70 Style mod If i remember, it has a good variety of rims style
Well your first problem is you're just missing a texture, make sure all the texture slots are filled. About rimblur, I can't really see anything in your picture, but you could just use less blurring, then also make blur textures for the MR map. With little spokes like that, I imagine they would be quite hard to see in reality. The top picture is maybe not realistic, since you can still make out individual spokes, but I've never seen one of these driving around, so maybe you can see the spokes.
Just to come back to this, the top one actually looks like the metal/rough map is showing unblurred on the rim blur texture, so you could do that if you wanted to replicate it.
@Coutie Thank you for helping. I will try to try again, making sure to use all textures, but I think I did use all of them already. Will try again and report how it went. For rims spokes blur I surely have quite an issue. I don't know how it is called, I think it is something depth related. And it is difficult to explain, besides just showing it. I don't understand myself how exactly the rendering in an area of transparent spokes are are messed up. In various shaders I have tried and various blending options used, I had all sorts of wrong. The only alright blending I had was when I used alpha chroma bleding exporting from 3DsimeED, but with alpha chroma the spokes transparency is looking very bad as there are no gradients of fading transparency. This is literally best I have had with alpha blending. But the rear side edges sorting is completely messed up, in terms of depth sorting which faces to be drawn first, and shape almost appear skewed in some way. Backside of knockoff hub (center of wheel) also is not rendered. Previously I have worked on Porsche 911s rims blur. For it I have used two animation stages, and I have had alpha blending working on one, and not working on another with transparency going all wrong. This time I am using only single blur stage, at least for now. This rimblur is definitely quite realistic. But I also didn't see, remember how real looks. Technically even bicycles should already give a clue. There are photos though, obviously it looks different in various speeds. But my artistic choice is to have something like this: It looks to me that in particularly the specularity, not diffuse is what highlights clear single spoke lines at certain angles. But at first I just need to get alpha blending working. Maybe it also doesn't help that there are three separate planes of transparency - outer spokes plane, inner spokes plane, and hub knockoff plane.
Yes it is the shiny specularity that should be mainly visible. I don't have more screenshots of my W125 in AC with rims blur. So here is one I have found in internet, this is how it would have to look without specularity: The radial blur itself of the texturing, is rather weak. In rF2 I could probably use different blur intensities to achieve much nicer realtime immersion.
From my POV and seeing those cars driving live you only see the spokes really at slower speeds - like bysicle speed. I would be very carefull with photos as it allways comes down to the exposure time how much you see the single spokes or not in a photography or the camera speed and monitor refresh rate when watching a video. This has nothing to do with what you really see standing at a trackside and watching at those cars going full speed. In that regard the tools that we have in rF2 are suffient enough and I wouldn't waste too much energy at that point. What's much more important from my perspective is how you get the shading of the car body because that's were rF2 certainly offers very powerfull tools. The coating of that AC W125 doesn't look right for example. I am not really sure what they used in the late 1930s but all the cars that I have seen in motion live clearly use a subtle clear coat and not the flat brushed metal that you can see on alot of mods. And this makes also alot more sense looking at historical images and from a physical standpoint as they reduced drag by doing that wich was on of their prime concerns at the time.
About body paint. We can see pictures, and we can see how the car looks. About rims blur. Long story short - nothing works. And regardless what will you try to convince me about what is the right amount of blur, I am asking about sorting transparency depth issues, nothing works. I have wasted too much time on this already. About tire IBL shader issue. Maybe it was related to damage textures. I think I really did use all of them before. Bot today I have disabled them, and it seems alright. However, new issue emerged. I get no tire blur anymore. These are my settings:
I have somehwat solved rims blur problem. First of all I have not been able to use IBL shaders for tires and rims. Tires were all good, but blur animations didn't work. The rims had opacity and blending problems. I have tried out a lot of things. Eventually at least I've got spokes blur. It is with old shaders straight out of 3DsimeED, not as good as it could be, but still good. I've had to rearrange my wheel objects. Had to put spokes and knockoff as individual objecs, not attached to rim. Did that and what was necessary with it - UVs, texturing... And then it worked well. Felt miraculous after week of failures. IBL problems persists - anims not working for tire and opacity for rims.
Perhaps I'll come back to this in future. I think somethign else is wrong. By the way, I also still can not understand why with IBL shader my tires blur anims decided to stop working. While they work well before IBL setup with same textures.
Did you only do it in the web material editor? Or if it has the same name, and you saved the json before you did anything in max.