metallics

Discussion in 'Techniques | Inspirational' started by Pixelchaser, Jan 20, 2017.

  1. Pixelchaser

    Pixelchaser Well-Known Member

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    highly reflective metallic are possible using just about any of the variation of Perpixel multimap shaders.

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    this shader uses a texture component called "maps" this texture controls our common special effects such as specular and surface reflectivity via a multi channel process. this means the maps texture is read by the graphics engine in a different way. simply put it reads each colour channel independently and thus each channel can be painted independently. heightening the blue channel for example increases the reflectivity output. and this becomes possible.



    leading to some very basic examples when applying some settings and some art to all the textures used on the shader. it can be played with to produce varying types of metallic ingame. the wonderfull aspect is seeing your special effects placed on your road reflected also.

    think chrome parts, rusted metals, old chrome like cars in general. whilst I'm demonstrating max effects here, the shader allows some play and also adding the correct artwork can produce some interesting effects.

    [​IMG]

    I have become very familiar with this process in other simulation games such as DCS world. and to show you what can become possible graphically I show you some of my work from that realm for inspiration in the AC engine. This mod set was not made available for DCS world publicly.



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    Last edited: Jan 20, 2017
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  2. Pixelchaser

    Pixelchaser Well-Known Member

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    just plenty hours of art and this could be seriously awesome. its a bit factory fresh :lol:.
    [​IMG]
     
  3. Pixelchaser

    Pixelchaser Well-Known Member

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    earlier I had the reflection down low. as its generally better for racing, so bumped them up. its quite nice whats going on with this mirrored chrome. chrome lambo next :lol: 50 cent styley ! haha

     
    Last edited: Jan 27, 2017
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  4. luchian

    luchian Administrator Staff Member

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    If a chromed car can look ok-ish (I'm not a fan of), this must be one of the models :). Sends you thinking at some airplane finishing. Does it have an impact on FPS ?

    I think this chrome thingy gives the best results when inserted stylishly into skins.
     
  5. Pixelchaser

    Pixelchaser Well-Known Member

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    yes I agree, the only thing that makes cheapish reflections look good, is taking it away in areas. done like this a chrome stripe on a car would like pretty nice. and if I didn't have a track to make id be making that car look like its been in a barn for 30 years.

    in the editor there is a cubemap populator area. so on some tracks some things don't get reflected I notice. and most stuff on my track so far is reflected as I select that populate area tab and populate.. I guess this is a performance impacting option depending what you select. its FBX based option and full scene option. I maybe wrong. but in general running reflections full is a serious impact. and for me with a 670 it halfs my fps. but I find that editor tab intriguing. id love to see the glowing cats eyes reflected. I will test that populate and reflection next time I export. nice to have a car though where you can identify whats being reflected or not if works as I think it does.
     
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  6. Mr Whippy

    Mr Whippy Active Member

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    I often used a car that was just a chrome ball, a white matte and black matte ball.

    It's handy to use for checking lighting and shaders are behaving nicely in various settings!


    It's good that AC has those options though since tons of stuff won't be needed in the environment cube map renderings... though full chrome cars are a bit of a special case haha! :)
     
: chrome
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