Wet Reflect in dry track

Discussion in 'Track Modding' started by vicent-sollana, Feb 19, 2014.

  1. vicent-sollana

    vicent-sollana Registered

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    Hi guys, I have a little problem here, I got some wet reflection in dry track, the conditions for the test were cloudy but didn't rain in any moment, is this an issue or did I make mistake in some point?


    Look at bottom of the column

    Someone can help me please?

    Cheers,:)
     
  2. Jka

    Jka Member Staff Member

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    Did you use new RR shader or old one..?

    Cheers!
     
  3. vicent-sollana

    vicent-sollana Registered

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    The new one,

    We win together, We lose together, Gilles racing team
     
  4. wgeuze

    wgeuze Registered

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    Did you use the _wet suffix for the road instance? I've seen the same problem posted once and this was the solution apparently, I still find it confusing but
    it's something hardcoded I guess.
     
  5. Mario Morais

    Mario Morais Registered

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    The _WET sufix is in the material name
     
  6. vicent-sollana

    vicent-sollana Registered

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    Yep, I called "roada_wet"
     
  7. pay2021

    pay2021 Registered

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    Try remove the alpha channel in your main texture map.
     
  8. vicent-sollana

    vicent-sollana Registered

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    But the alpha channel is mandatory to get the water reflections in rainy conditions, I think,

    Hehehehe, I'm bit confused now,

    We win together, We lose together, Gilles racing team
     
    Last edited by a moderator: Feb 20, 2014
  9. vicent-sollana

    vicent-sollana Registered

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    When I remove the alpha channel of the main texture the reflections on wet surface disappear,

    [​IMG]

    This is my settings in max,

    [​IMG]
     
  10. pay2021

    pay2021 Registered

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    Hmm, now im a bit lost, let me do some tests.
     
  11. Mario Morais

    Mario Morais Registered

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    The Specular texture need alpha channel.

    See this example
    [​IMG]


    Settting for Real Road shader:
    Stage 1 Diffuse texture Channel: 1 (use alpha )
    2 Detail road Channel: 2
    3 Bump Channel: can be 1 or 2
    4 Groove Channel: 3
    5 Detail Specular Channel: 2 (use alpha )
    6 Marbles Channel: 2
    7 Reflection Channel: 3


    Water puddles in Specular and road cracks in Diffuse texture :)

    EDIT: try this Specular fresnel values:
    Specular Power: 12
    Min: 1,7
    Max 2,8
    Exp: 4.0
     
    Last edited by a moderator: Feb 20, 2014
  12. RGrueira

    RGrueira Registered

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    Notice too that the diffuse texture channel now use a more "white" alpha, like Mario screen.. maybe helps..
     
  13. vicent-sollana

    vicent-sollana Registered

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    Thank you guys for the suggestions, I'll do tomorrow some tests and post here with the results.

    Cheers.
     

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