W.I.P. Lime Rock

Discussion in 'Tracks' started by Pixelchaser, Feb 22, 2017.

  1. Pixelchaser

    Pixelchaser Well-Known Member

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    depends what shader you use and the default texture brightening that up and less shader the better , , ill be having 3types, full 3d for pits areas, other will be 2d, or with 3d one on top. also depends on the cameras and what is viewable.
     
  2. LilSKi

    LilSKi Well-Known Member

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    Shader doesn't matter. I was using ksperpixel and no NM so it doesn't get any simpler than that. It also isn't just an AC thing as it happens in rF2 and AMS.

    Just trying to save you the headache so you don't end up with this using 3D rails.
    upload_2017-5-4_19-42-47.jpeg
     
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  3. Pixelchaser

    Pixelchaser Well-Known Member

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    yeah I remember the effect from ascari. well i guess its a rounded top then and that`ll do. :lol: ill model the back side though for the pits area. its a major visual feature imo. and the posts every 0.5 metres or so.
     
  4. Pixelchaser

    Pixelchaser Well-Known Member

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    have u tried playing with normal at all on these vertical objects ?
     
  5. LilSKi

    LilSKi Well-Known Member

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    Pit area should be fine since you won't see those rails head on. KS Nords uses 3D rails in the pits and 2D everywhere else.
     
  6. LilSKi

    LilSKi Well-Known Member

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    Not sure what you mean here. What vertical objects?
     
  7. Pixelchaser

    Pixelchaser Well-Known Member

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    armco barriers, they`re vertically aligned objects in general. I'm 60% sure ive done this and my 3d barriers work really well visually. anyway test that tomorrow.

    edit: just noticed it in far distance. hmm.
     
    Last edited: May 5, 2017
  8. Pixelchaser

    Pixelchaser Well-Known Member

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    not much to see here other than, an idea of what the grass in under the 3d stuff might be like. I hate 3d grass to be honest. ruins the whole affair. they should be using parallax shaders for it.

     
    Last edited: May 5, 2017
  9. Pixelchaser

    Pixelchaser Well-Known Member

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    bit more work involved blending but I think I prefer this style. grass mask from satellite image this time. any opinions on the overall variation (not the detail textures)?

     
  10. Pixelchaser

    Pixelchaser Well-Known Member

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    bit cartoony still on this scenery mask system , its also bit of a pita to set this mask and diffuse up. but am getting this today, still more tuning on the sandy texture. but with this and some meticulous attention. a more dank autumn style track is appealing to me. can trace tyre tracks off road with this style as none of it is repeated. cant pull any more solution sharpness out of it though too.

    [​IMG]
     
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  11. LilSKi

    LilSKi Well-Known Member

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    For NJMP the sat image is the diffuse. The mask is mainly the simple RGB colors. I think it is easiest this way.

    For RIR I did it the way you are doing it now but that was only because I didn't have a color sat image. I only had black and white.
     
  12. Pixelchaser

    Pixelchaser Well-Known Member

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    well I am using a brightened sat diffuse, colour, , ive re painted all roads out and left grass and suitable transition to the road sides part. and built a mask hence the natural detail left. 8192 is controlling everything, diff and sat. kunos mainly use white, or some ambient occlusion on the white diffuse for multilayer Fresnel I just find it all very flat.
     
  13. Pixelchaser

    Pixelchaser Well-Known Member

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    and a third, this is much more pleasant, but I'm making the 3d grass job harder given the patches.
     
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  14. Pixelchaser

    Pixelchaser Well-Known Member

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    an example of how to do atlas textures. for your border side textures, atlas texture are multiple textures on 1 file. so here we have a small portion of what i will use. 8 in total. ranging from simple grass road side to sand and grass and whatever ill need.

    [​IMG]
     
    Last edited: May 8, 2017
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  15. Pixelchaser

    Pixelchaser Well-Known Member

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    getting smoother and smoother.

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
    Last edited: May 9, 2017
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  16. Pixelchaser

    Pixelchaser Well-Known Member

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    :lol:, I realise how off my track surface is now, way to clean, but because of the nice grass everywhere haha.
     
  17. Pixelchaser

    Pixelchaser Well-Known Member

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    got some nice edge going down here. was this what you referring to regards grass edge @luchian ?
    [​IMG]
     
    Last edited: May 10, 2017
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  18. movo.

    movo. New Member

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    Nice work Pixel! May I ask how you control the shader on those road edges? Are you using the same shader for the road aswell as the road edges? The edge is not straight obviously. Thanks!
     
  19. Pixelchaser

    Pixelchaser Well-Known Member

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    thx. all surfaces are multilayer Fresnel NM.
     
  20. movo.

    movo. New Member

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    Cool thanks for the info!
     
: Lime Rock, Track
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