your object has 1 material. you could give it multiple materials if you wanted too. this image above is wrong approach. the channel painting RGB is for the mask only. the diffuse is just a full colour texture. the details are full colour textures. the mask is just a (full colour texture) that controls placement of the detail channel textures and blends all that with the primary diffuse in the shader.
Multiple materials are not supported in AC, afaik. Yes, it's correct, but diffuse can be "clean", no need for any "stripes".
Don't mind the white stripe in the diffuse. But if I wan't the color variation in the diffuse and avoid the sharp edges. Do I simply have to blend the colors in some way? Like this:
good, I do not understand much about photoshop, so I stay with it in the first, alhpa and mascara channel, I will not continue. A small video would be of great help, I have been 2 days and I can not get it out, it is very well explained, but no There is a way to continue. It would be of great help to finish my section and give it more realism. Thank you very much
This is great. Are the textures of the example available anywhere for download? It would be great to have a step by step video showing how to use the downloaded textures in Blender and ksEditor
Thank you @LilSKi for your tutorial! And thanks to @luchian too! I'm trying to improve my first track quality. I used ksMultilayer_fresnel_nm shader. I discovered that it's very important how I resize the main texture in Blender, and it's not so easy to reach the best values. Sometimes the texture is too stretched along the x or y axis. Another stuff: if I use a diffuser too dark, I have strange results in AC. Anyway, now I changed detail texture, crack texture and I made a new normal map starting from my detail texture. I see that the tarmac is quite good in the shade but a bit strange in the sun. What's wrong? I attach two pictures... I used two differents NM, obtained from the same detail picture. Shader settings are the same.
Maybe it's a bit late, but I'm also confused about specular/alpha thing. So what I need to have is a specular map image (black and white, toned contrast) but how do I convert that to an alpha channel? the RGB channels are filled, but the A channel remains empty even after applying alpha, and It makes sense because well, a black and white image doesn't contain any alpha information for GIMP to understand it.
That´s more of a gimp question. Sorry I dont remember the steps off the top of my head but essentialy you make a mask and apply it as the alhpa channel. This guide should help out a bit: https://www.gimp.org/tutorials/Layer_Masks/
Hi guys. I would like to ask you what is your best experience to create the base diffuse asphalt texture with such a nice colour variation, cracks etc. what is visible in the first post. Im still curious about how to create such a texture from scratch but i didnt found any good references. My idea is to create procedural texture in blender and bake the final texture from it but im not sure if this is possible. Or is it just about painting this texture in GIMP/photoshop?
Hi guys. Thanks to this great tutorial I changed my road shader to ks fresnel multilayer but I'm getting some strange lighting issues. It looks like some parts of the road are lit "in reverse" The road is a single mesh, low poly, with a Catmull-Clark subdivision and a Shinkwrap modifier so that it stands above the terrain. I've tried applying scale, setting normals correctly but I'm still having this issue in ksEditor. Here are my shader settings: I took some time to search for similar issues in this forum but could not find any. Does anyone know how I could fix this ? Thanks!
some values are too high, try ksSpecular at 0.1 fresMaxLvl 1 or lower make the uv mapping coninuous, and not flipped on the y axis, that might also be a reason that lighting gets this bad or you are using a bad normal map, hint: assettocorsa\sdk\dev\car_pipeline_2.0rev\Photoshop Action\Normal_MAP_Rotation.atn
Thanks a LOT for your help @fughettaboutit ! The UV map of the road was made of different parts, and some parts were flipped. Now that I've made it continuous it looks much better. I also adjusted the values as you suggested and it also improved the rendering a little bit but I still have to tweak those values. There's still some darker areas but I'll have to check in-game how it looks and adjust the shader. for the detail NM I made it from my texture main detail using the 3D tool in Photoshop. Should be okay but I'll check your hint If i can't get it to look better Thank you !