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SOLVED shiny or wet look rubber groove?

Mickstix

New Member
Hello, I'm trying to get my "rubber groove" to look more shiny or almost wet? With the shader ksPerPixelAlpha I can't do it and if I use a different shader I can't get the alpha to look right. Thanks for any help/ideas! Mick

Untitled-1.jpg
 

Johnr777

Moderator
You'll need to use a MultiMapAT shader, which will give you fresnelMaxLevel to use for reflections

The diffuse should be your skidmark texture with a black alpha channel, while the actual alpha goes in the alpha channel of the Normal texture
 

Mickstix

New Member
I just cant seem to make this happen. If I adjust the #'s to make it look how I want, when the camera zooms in, the entire section of the track (mesh) with the rubber turns a solid black? (see vid) Driving me nuts.. I tried multiple textures in the map and detail slots, but still does it. If I turn the #'s down in ksEditor, so it doesn't do the solid black deal, it looses the shine. Any ideas? Thanks again, Mick
Untitled-1.jpg
 
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Mickstix

New Member
Multimap_AT just as John suggested above! (just make sure you choose "alpha test" as the alpha mode) I had left it at "alpha blend" to begin with and had issues with the shader changing the looks when the camera got close/far.
 

Xuacu

Member
Multimap_AT just as John suggested above! (just make sure you choose "alpha test" as the alpha mode) I had left it at "alpha blend" to begin with and had issues with the shader changing the looks when the camera got close/far.
Sometimes it happens to me that when I leave alpha test and even though it is saved in persistence when I reload the FBX in Kseditor it is loaded opaque, only the Multimap_AT is saved and loaded correctly in alpha test.

How do you get the reflection of the enviroment and the car, are they local reflections? What parameter in kseditor do you use to reflect the elements?

Thank you!
 

Johnr777

Moderator
Sometimes it happens to me that when I leave alpha test and even though it is saved in persistence when I reload the FBX in Kseditor it is loaded opaque, only the Multimap_AT is saved and loaded correctly in alpha test.

How do you get the reflection of the enviroment and the car, are they local reflections? What parameter in kseditor do you use to reflect the elements?

Thank you!
fresnelMaxLevel. But for your road, you would use the multimap without AT. Probably MultiMap_NMDetail since it will give you a detail texture as well.

Also... if the persistence file is not saving the alpha blend mode, its because its not supposed to have it.
 

Xuacu

Member
fresnelMaxLevel. But for your road, you would use the multimap without AT. Probably MultiMap_NMDetail since it will give you a detail texture as well.

Also... if the persistence file is not saving the alpha blend mode, its because its not supposed to have it.
I want to try placing a transparent mesh over my road mesh with an opacity map (the same one I use for the specular) to achieve the reflections of the environment and car (cubemap and local reflections) that the ksMultilayer_fresnel_nm material doesn't allow.

Reviewing the Mirandopolis circuit, I think the use something like this, and the result is very realistic. It's a bit like what Mickstix used for his rubber groove, but in my case, I would make it transparent so only the reflection would be visible, as if it were glass coat.

I wonder if you can force reflections in "extension", I don't know if rain mode works like that, I really don't know how the rain thing works, I haven't gotten there yet.
 

Johnr777

Moderator
Extension replacements only work if the shader can support it.

But yes, you could force reflection from rain if you know how to use LUA and call our the shader property that way.
 

Xuacu

Member
Extension replacements only work if the shader can support it.

But yes, you could force reflection from rain if you know how to use LUA and call our the shader property that way.
I don't have that LUA knowledge, I'll have to try with the duplicated mesh as a coat layer. but thank you!
 

Mickstix

New Member
Sometimes it happens to me that when I leave alpha test and even though it is saved in persistence when I reload the FBX in Kseditor it is loaded opaque, only the Multimap_AT is saved and loaded correctly in alpha test.

How do you get the reflection of the enviroment and the car, are they local reflections? What parameter in kseditor do you use to reflect the elements?

Thank you!
Someone once told me, may of been John?, that only shaders with AT in the shadername will remember "alpha test" persistence. As for the reflections/environment, I have no idea. :lol: Im terrible with shaders. But, you can see what #'s I used in the above pic, where I was talking about the shader acting weird. What you're attempting to do sounds very cool! Keep us posted on your progress!!
 

Xuacu

Member
Someone once told me, may of been John?, that only shaders with AT in the shadername will remember "alpha test" persistence. As for the reflections/environment, I have no idea. :lol: Im terrible with shaders. But, you can see what #'s I used in the above pic, where I was talking about the shader acting weird. What you're attempting to do sounds very cool! Keep us posted on your progress!!
I guess that's why the shader is called AT (alpha test). I'll test your parameters and run a test using the method I saw at the Miandopolis circuit. At least that's how I understood it to be. I'll have to check back.

I'll share my process when I have it done, as I did in the post: SHADER Photo Quality Road Surface
https://assettocorsamods.net/threads/photo-quality-road-surface.834/page-5#post-23794
 
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