rFactor 2 09/2010 Rain Experiment

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88mphTim

racesimcentral.net


Video of the experimental rFactor 2 rain effects we've been working on lately. We still have work to do on the effect (especially the droplets) and will post another video at a later date so you can see the progression and improvements.
 
First of all, I think even at this stage the rain effect looks good! It would be great if rain drops on the windscreen/helmet would change dynamically according to speed and "yaw" of the car compared to the direction of travel. Second - a question: is the driver arms animation limited to the 540(ish) degrees lock to lock seen in the clip, or is the onscreen steering wheel rotation feature setable like in rfactor (with arms following whatever rotation one picks) ?

Thanks, appreciate it!
 
The rain looks pretty damn nice but the droplets definitely need work. They should react to wind (aka speed) and wind direction (slip angle). Also the droplets seem to give a nice impression of a helmet so why not also take into account the curvature of the helmet while you are at it? This would enhance the feel even more.

Cheers!
bManic
 
Drops looking like they put a filter on the footage in post. Does not make me exciting yet ,/
The screenshots looked way more promising.
Cheers.
 
Well I'm not very sure that this post would be suited here best, but I will give it try.

Are those 3d arms in rFactor 2 as original, not like in rFactor, with some mods we can have it.
Is this rain thing variable? Can we start in dry and end race in rain?
In pits, can we see how pit guys changing tyres, I mean if we change tyre type, example in f1, changing from soft to hard.

Hope I didn't ask do hard questions :)

Best Regards,
rFPlanet
 
Drops looking like they put a filter on the footage in post. Does not make me exciting yet ,/
The screenshots looked way more promising.
Cheers.

The screenshot shows drops on a windscreen while the clip shows them in an open wheel (probably helmet). Of course it's not the same effect.
 
I was racing in F1 2010 and I noticed the drops on the camera weren't dynamic either.

Please dont compare rFactor with F1 2010. Codemaster even forget to create raineffects in the side mirrors. :) Just drive a race in rain and look in your side views to see your followers in beautiful sunshine :P
 
The rain effects in Gran Tourismo 5 look quite promising, judging by the latest promo video. It could be better of course (the drops are a bit too "solid" looking.. much too perfect. Real rain doesn't look like that on the windscreen). Rain effect can be seen in the video link below, starting from 0:20. If you look closely you can see that speed and slip angle of the car play a role.. also splash from the car in front.

http://www.youtube.com/watch?v=bo6habH6aOE

Cheers!
bManic
 
Will rf2 use CarCube for reflecting envirnontment or it will be real reflect? On this movie I think is CarCube, this will be much more realistic when real track will reflect in car body.
 
Will rf2 use CarCube for reflecting envirnontment or it will be real reflect? On this movie I think is CarCube, this will be much more realistic when real track will reflect in car body.

rFactor 2 is using realtime reflections.
 
I would like to suggest a third option :)

If realtime reflections are implemented allready, then it should be pretty easy now, to add a pseudo-dynamic cubemap.
Such cubemap's eye point would be placed somewhere on the track (position will be defined in .scn file).
It would be updated once every x seconds and would not include moving objects like cars.

All cars would use it, so they can reflect the actual sky, not some static sky. This should work nice with daytime cycle.

Static cube is simply not enough - sky is brighter on the east in the morning, and on the west in the evening. It also changes colors etc.

This could also be used as an optimization - cars closer than 50-80m would use realtime cube, and cars further than 100m would use pseudo-dynamic cubemap.


EDIT:
By the way - cubemaps really should be HDR, so they don't clamp color values rendered into them. If you render a very bright light glow into cubemap, and car would reflect only like 40% of environment, we would still like to see white reflection on car, not grey :)
 
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