rF2 GMT Shader List and Uses...

Discussion in 'Car Modding' started by Kristoff Rand, Apr 17, 2012.

  1. Woodee

    Woodee Registered

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    I am a little confused... as when trying to use a PBR texture painting bit of software, I was told that true PBR will not look right without a glossiness map. I've not seen rF2 supporting these, only albedo, normal and specular.

    Are the shaders used for specific materials or specific uses in rfactor 2? How could I possibly paint in PBR software to create non-destructive maps (Quixel, Substance Painter) if it doesn't create a glossiness map?

    Please help me as my brain aches and I am doing my best to learn all this.
     
  2. Woodee

    Woodee Registered

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    bumping for interest
     
  3. Woodee

    Woodee Registered

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    Something occurred to me (yes it's probably simple for other), what makes a concrete object look like concrete? What settings make an object look like a real world material (stone, dirt, glass etc...).

    Albedo, Normal, Gloss/Spec?
     
  4. Euskotracks

    Euskotracks Registered

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    Look in the tutorials. It is all there.

    Enviado desde mi ONE A2001 mediante Tapatalk
     
  5. cosimo

    cosimo Registered

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    Please can you provide a pointer to these tutorials? I have no idea where to find them.
     
  6. Euskotracks

    Euskotracks Registered

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    I was being sarcastic.

    Enviado desde mi ONE A2001 mediante Tapatalk
     
  7. dylbie

    dylbie Registered

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    I'm thinking about trying to compile a list of decent shaders with settings for all(most materials). Trouble is I don't have much time at the moment, and I'm still unsure about some shaders/fresnel/specular stuff, and how it all works.

    It would be good to get a quick and simple list of shaders for bodywork, tyres/rubber, glass, plastic, leather etc.

    This would be an amazing tool for people to use to get their cars and tracks looking the best that they can.
     
  8. Woodee

    Woodee Registered

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    T1specialist likes this.
  9. D.Painter

    D.Painter Registered

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    What we really need now is Studio 397 to give Dave Noonan the DX11 shaders and what else he needs to update 3DSimED to be DX11 compatible. It's such a highly valued program amount so many rF2 modders it really needs to be up to date ASAP!
     
    Juergen-BY and Nibiru like this.
  10. Nibiru

    Nibiru Registered

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    Simed displays in DX9
    Not sure if dave would want to move to DX11 without some incentive.
     
  11. D.Painter

    D.Painter Registered

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    I've already spoken to him about it. He admits it's a big jump. I sent him the shader folder out off the DX11 install that's in the user data /log folder but he said "Sadly, as I feared, it seems only the compiled shaders are included which means it will be very difficult to support the DX11 version of rF2." I'm not aware off what else is needed but I'd hope Studio 397 would and is willing to help him out. It is still BETA after all.

    Incentive? I would assume most might be willing to pay a little extra for such a big upgrade to 3DSimED. I've used jGED before I bought 3DSimED. jGED is a stick insect compared to 3DSimED. I'd hate to have no choice but to go back to it. Free or not.
     

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