RELEASED-wip Kyalami 2016

Discussion in 'Tracks' started by Prototype, Dec 30, 2018.

  1. Prototype

    Prototype Well-Known Member

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    Yes! It probably is :) Thanks for the encouragement man. :cool: Appreciated.

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    MAX GROOVE: (still dialing in the values)

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    More texture and shader tweaks:

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    For some other reason my normal got a bit offset there … will fix, but trying to walk that line between just getting enough degradation into everything to keep it from looking too clean and clinical from the car perspective, but still making sure the track doesn't look too unkept.

    Still dialing out repeats in some textures. Again … a thin line between giving it enough character, but avoiding any kind of obvious details which stick out when repeated. Concrete wall will be getting a bit more sanitised.
     
  2. Prototype

    Prototype Well-Known Member

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    lighting.ini

    EXPLORATION

    In V1 of this track, I adjusted the sun position until I got it into the correct position, arbitrarily fine tuning a number, back and forth, hit and miss. I also know generally where the sun is supposed to set on the track, so of course that helped!

    This was before SOL.

    Really important to get this right, as the way light is going to interact with the environment is critical to making the track look right. Especially now that we have dynamic time and seasonal positioning of the earth and sun. We want to maximise on that added bit of realism.


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    Starting Point:
    Check how the track lies in relation to NORTH.
    You can see quickly form Google maps for example, how the track lies on the earth in relation to north.

    Note the GPS coordinates top of screen.
    I cant tell you how many times I entered these values into this file, swapped them around, removed the negative before the 26degrees etc etc …

    I then thought, hold on, surely these values should be set to 0,0 as SOL is dynamically positioning the sun. Its based on an algorithmic position of celestial bodies. That's how Sol works.
    When I did that, (0,0) the sun seemed to be around 90degrees off of where I felt it should be.


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    My track when I checked in Blender was in fact not sitting as per the Google Map, but was in fact 90 degrees rotated.

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    When I rotated the sun heading 90degrees in the lighting.ini file … everything worked.

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    SOL SETTING:
    WINTER
    July 5, 2019 16:30 pm

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    Note position of the sun:
    To the right side of the car, and moving close to the horizon. Its 16:30 pm

    > CORRECT POSITION

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    SOL SETTING:
    SUMMER
    Dec 30, 2019 16:30 pm

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    Note position of the sun:
    Its high above the horizon. Its 16:30 pm

    > CORRECT POSITION

    -------------------------------------------------

    SOL SETTING:
    SUMMER
    Dec 30, 2019 18:30 pm

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    Note position of the sun:

    Its close to the horizon. Its 18:30 pm
    AND its shifted over to the left, compared to the setting position in winter.

    > CORRECT POSITION

    -------------------------------------------------

    Im curious as to whether this system decribed above works on someone else's track, particularly a track in the northern hemisphere. That would prove that what Ive described above would be a correct method.
     
    Last edited: Jul 6, 2019
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  3. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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  4. LilSKi

    LilSKi Well-Known Member

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    Always best to model a track with the proper world orientation.
     
  5. luchian

    luchian Administrator Staff Member

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    Hmm.. something does not add up to me @Prototype . If you simply put 0,0 in lighting, how does SOL know where (not how, but where) is your track located ? Yes, it does calculate orientations automatically, but it has to know where the track is.

    (PS: for Motorpark, I've used the correct latitude of the real track in the lighting.ini. And of course, the track is modeled with correct North orientation).
     
  6. Prototype

    Prototype Well-Known Member

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    For sure.
    The takeout being that if someone is using the Google Mesh Renderdoc import, take note that in my case the meshes came in rotated 90 degrees, (which I completely missed).



    Ha ha! I know! Im still grappling with this.
    Good discussion. :)

    So - If we're saying that SUN_PITCH_ANGLE is latitude, then 0 is the equator right?

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    So Im sitting in the car (red arrow) looking at the sun.

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    If I move my track to -26 degrees latitude, (which is what its correct GPS location is), then the sun would be to my right. (That is, if SUN_PITCH_ANGLE is indeed the latitude variable, or whether its being taken into account)

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    So heres the kicker - In my tests I showed in the post above this - Im getting the CORRECT results, across TIME OF DAY, as well as SEASONAL sun position differences across summer and winter).
    Maybe I just lucked out? And if this is a bug, Im just lucky that it works for me. Maybe not. I don't know.
    Maybe my system is broken? Maybe theres some kind of black magic in SOL?

    But it doesn't matter what value I place in SUN_PITCH_ANGLE, the sun does not move, if I am using the CALENDAR and TIME in SOL.

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  7. luchian

    luchian Administrator Staff Member

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    Did you maybe wrote the GPS coordinates in the track's ui json ? (maybe CM is using that info ?)

    LE: having checked my track, I don't remember actually writing these values into Motorpark - yet they are there. Must be one of the 1 million features that CM has.
     
  8. Johnr777

    Johnr777 Moderator

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    It will try to guess the location by looking up whatever else you wrote in the json if there are no coordinates. It probably guessed to the city and country, which in a lot of cases is good enough. But giving it a coordinate, it will be dead on accurate
     
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  9. Prototype

    Prototype Well-Known Member

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  10. luchian

    luchian Administrator Staff Member

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    Lucky bastard ! :D
     
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  11. Prototype

    Prototype Well-Known Member

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    :D

    UPDATE:
    Chipping away slowly.
    Been carving out contour curves to build up the surrounding earthworks and track edging.
    Having this reference has been really great, as from the track/car perspective …. things just look so much better.

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    … and some more perimeter buildings (highs, need to baked down to AO lows).
    Prioritised the remaining list.

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  12. Prototype

    Prototype Well-Known Member

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  13. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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  14. Prototype

    Prototype Well-Known Member

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  15. Prototype

    Prototype Well-Known Member

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    UPDATE

    Needed a break from retopologizing the ground.
    So started rebuilding the tree assets.
    Last time round I had low rent X trees.
    Figured if Y trees are what Kunos and the experienced guys are using, then I need to go that route.

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    Look at the difference between not having the horizontal shadow plane (left) and with it on the right.

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    Still dialing in values and tweaking textures, but the system is in place, and my test laps just got a little more interesting having some trees in the scene. :)

    If youre going to be doing trees, make sure to go through this excellent piece of information:
    https://assettocorsamods.net/threads/setting-up-trees.162/
     
  16. Johnr777

    Johnr777 Moderator

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    Yeah, Y trees are the way to go! There’s also the object naming kstree_group rule that will automatically combine them into blocks and set the correct tree normals (from pivot point). I’m sure you’ve read up on that.

    And if there aren’t too many trees around, you should try another vertical subdivision on the tree object, might make the normals work even better!
     
  17. Prototype

    Prototype Well-Known Member

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    yup I did the correct naming convention, and the trees are highlighting and shadowing nicely as a result.
    Good idea on more subdivisions! - these trees are pretty sparse so for the key ones I def try that !
    Thanks!


    BTW, been loving Mosport 1.0 man! Beautiful job.
    Your and @LilSKi s tracks are on another level. You've set the benchmark.
    Really looking forward to Road America you guys are working on. I absolutely love that track.
    Rossi's dominance last month was insane! What a race. :-D
     
  18. Prototype

    Prototype Well-Known Member

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    UPDATE

    Set up the 40 pit boxes and AI today.

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  19. luchian

    luchian Administrator Staff Member

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    This looks absolutely fantastic. I love the attention to detail, e.g. the shader settings on the plastic barriers or the protection fence texture. Can't wait to try it out !
     
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  20. Prototype

    Prototype Well-Known Member

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