I'm slowly working my way through figuring out how to make tracks for rFactor 2 entirely within Blender (For anyone landing here from Google also looking for a singular comprehensive source of information like I was, I plan on doing a fairly detailed write-up on the entire process once I have my first track finished and all the minutia figured out). So far so good, although a roadblock that I'm encountering now that I hadn't thought of at first was smoothing groups on meshes.
I've been importing some S397 assets and noticing that after exporting and loading them in scene viewer, they look atrocious. Like, rFactor 1 / PlayStation 1 levels of atrocious. I was confused at first, because the meshes in question came straight from scene files of S397's own tracks, and I assume that the 3DSimED3 export does not alter them in any way. But after browsing through this thread and seeing what DiggerHawk has mentioned, I was clued into the "Show Smooth Groups" function of the scripts and then discovered what appears to be this mess, for example:
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I assume that ideally, I want all these faces to be either the same color, or at least the same color per side? That being said, is there any somewhat expedient way of remedying this? I suppose I could go through and select individual faces of a certain color, separate them from the object, then re-join them (Assuming that is how you fix the problem. I saw stuff about edge splits and bevel modifiers and marking edges as sharp and my eyes honestly glazed over). But having to do that repeatedly for some of these props that will be duplicated multiple times throughout the scene is time that I would really prefer not to spend (Unless I can do the work once, hit "Add rF2 material" to the resultant object once, and then duplicate that + rename. That's a little better and less tedious).
EDIT: Found the "Separate by material" part, but even after trying the following:
1. Adding an "edge split" modifier with "sharp edges" enabled and the angle set to 180
2. Apply the modifier
3. Add rFactor 2 material to object
4. Show smoothing groups
5. Separate faces by material
6. Join the separated objects back together
7. Re-add rFactor 2 material to object, switch back to the material I was using before (It also resets any additional UVs, which is annoying if I'm going to have to do this constantly)
And still no difference. I also noticed that after doing all this once, if I go to do it again, the "Show smoothing groups" function adds all the smoothing group colors in the materials but doesn't actually assign them to any of the faces. Not sure if that's a bug or that means something is incorrect.
Am I missing something fundamental here?
It looks to me like you have the mesh set to Face output normals instead of Vertex output normals. The setting is at the bottom of the Object Data Properties tab in Blender. Once that is set to Vertex try "show smoothing groups" again and it should look a lot less colourful. With all faces being the same colour, meaning they all belong to the same smoothing group in affect. If you add a Split edge modifier with just Sharp edges ticked, you can then define the boundaries between smoothing groups by marking the edges sharp. You could also use the edge angle (30 deg is about right) option to do it automatically, but the "show smoothing groups" tool won't work until the modifier is applied as it seems to work based on edges being marked sharp or actually split. You also want "Auto smooth" off in the Object Data Properties tab because when it is on it will override the results of the edge split modifier in the display.
The next step then is to make sure any faces that share an edge that is marked sharp are separated in the UV map to avoid reflection glitches. I think rF2 tries to continue the reflection across the two faces even though they should be two separate reflections. Thats how I understand it anyway.
Alot of the older posts in this thread by me are now obsolete because I was learning as I went, so It can be very confusing to read with contradictory information.
I hope this can be helpful, if not I will try to help some more.
Just look a little right from the File menu. There is a new menu called "rfactor2"Out of curiosity:
Downloaded a previous Blender version (2.93.11, just to be safe), installed the addon on 1rst page, but i get nothing in import / export section. Images here:
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What am i doing wrong?
However, if you are exchanging files with someone, or building models with a non-box technique, once the mesh in the project, select the object and Add Material. Edits can be applied before or after Add Material. Finally, Export GMTs via the rFactor menu.
@Haris1977 I still would recommend to not to waste your Time with old Blender and rF2 Export Script Versions.
Just wait until @Traveller releases his new Ones.![]()
I tried to follow @dxp_rlong (from page 3):
So, i selected my obj (blue_house in my scene). This mesh has 4 materials assigned as you see here:
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But when i go to rFactor2-> add rfactor2 material, it creates an rFactor_2 PBR mat in the place of my first mat (ramp_mat.001)
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giving me this image:
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So, what can be wrong?
That's fine by me. For the third time in the past decade or so, I'm trying to learn Blender. After a few days, it seems to finally be taking hold on me now by practicing some drills and I might achieve adequate profiency for simracing purposes by the end of the month.There will not be a release by Christmas.