hi all, I have this problem with regards to reflections. I must necessarily insert the STATIC01 instruction with all its parameters in the scn otherwise the cockpit of the ferrari and other cars flash in a strange way, but it creates a problem for me on the wet track, as you can see in the picture with static01 enabled the track after a few laps it becomes a white mirror while without static it is perfect until the end of the race. the material of the road is an IBLROAD, can someone give me some advice to understand what it depends on? Thanks in advance
Is it the same, when use only the Entry IncludeIns=glow_ermerg07 and remove all ExcludeIns= Entries? Now you use only a few Meshes that you exclude and i think that this could be the Problem. I would suggest to not use/include any drivable Surfaces in that Instance and maybe only 1 Building or something like that. But i also have to say that i'm no Track Modder and so it never seriously interested me for what the Static Reflection Mapper is meant to be used for.
ok, thank you very much, I had to exclude the glow_emergency otherwise I had blue reflections in the wet so it is likely that there are meshes that make white reflections, I'll do some tests and see, thanks again
Solved, I followed the advice of redapg that I thank and I approached a good result, then I had a consultation in private with Frederick Alonso who advised me to use only RFMAP0 in particular that of LochDrummond and that's it without STATIC and without REFLECTEDENV because It is no longer used and the results have been excellent, no more glitches on some cars and reflections in the wet without that annoying and unsightly white veil. thanks again to everyone
If i understand it right, you only use the Refmap0 now? Did you try that with a non open Wheel Car in the Rain? There have been some Problems with black Rain Drops on the Windows, on Tracks that didn't have all 3 Mapper Sections defined in the SCN File, in the Past. And has there been an official Information somewhere, about Static01 and Reflectedenv not being used anymore? To be honest, i doubt that a little bit.
Static mappers are required and used for lighting of all objects using pbr shaders. The screenshot with static mappers is more correct and has sky reflections.
Reflectedenv is not required anymore, but if you want wet weather to work on old builds you may want to set it. The others are all required. You can have multiple static mappers, at least static01 is required.
in fact that white veil you see in the first photo is just the sky, the problem is that it is too excessive and the final effect is not really nice for many users, if there was the possibility to intervene on this it would be fantastic
I want to mention, that on all botniaring layouts the STATIC01 mapper is still missing. This causes some weird looking in VR and if there are chrome parts in the car like the mini has.
It looks likely that you have not setup the road correctly. I see no puddle map and no blend wet mask.
it is possible to have some more information on the static such as where it is more correct to place it (height from the ground? coordinate z I mean) thank you very much for the advice
ok, now with a more correct use of the Blend Wet Mask I can better manage the STATIC with much improved reflections on the wet and also on the dry, moreover I no longer have the flashes inside the cockpit of the ferrari GT3 when chased by other ferrari in particularly the one with the white sky livery, thanks to everyone for the advice