SHADER Photo Quality Road Surface

Discussion in 'Tracks' started by luchian, Dec 17, 2016.

  1. Pixelchaser

    Pixelchaser Well-Known Member

    Joined:
    Jan 4, 2015
    Messages:
    1,541
    Likes Received:
    1,050
    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.
     
    Last edited: Jan 8, 2018
    fizzybanana likes this.
  2. luchian

    luchian Administrator Staff Member

    Joined:
    Jun 3, 2014
    Messages:
    3,007
    Likes Received:
    1,493
    Multiple materials are not supported in AC, afaik.

    Yes, it's correct, but diffuse can be "clean", no need for any "stripes".
     
    fizzybanana likes this.
  3. fizzybanana

    fizzybanana New Member

    Joined:
    Jan 1, 2018
    Messages:
    17
    Likes Received:
    2
    Location:
    Sweden
    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:
     

    Attached Files:

    Last edited: Jan 8, 2018
  4. luchian

    luchian Administrator Staff Member

    Joined:
    Jun 3, 2014
    Messages:
    3,007
    Likes Received:
    1,493
    Yes, exactly.
     
    fizzybanana likes this.
  5. fizzybanana

    fizzybanana New Member

    Joined:
    Jan 1, 2018
    Messages:
    17
    Likes Received:
    2
    Location:
    Sweden
    Perfect!
     
  6. quetillo

    quetillo Member

    Joined:
    Mar 20, 2020
    Messages:
    363
    Likes Received:
    15
    Location:
    España
    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
     
  7. Cristian Capellino

    Cristian Capellino New Member

    Joined:
    Dec 24, 2021
    Messages:
    1
    Likes Received:
    0
    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
     
  8. Corracar

    Corracar New Member

    Joined:
    Oct 4, 2020
    Messages:
    3
    Likes Received:
    1
    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. v 179.jpg v 181.jpg
     
  9. DiME

    DiME New Member

    Joined:
    Apr 14, 2022
    Messages:
    16
    Likes Received:
    0
    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.
    upload_2022-5-19_13-16-15.png upload_2022-5-19_13-16-41.png
     

    Attached Files:

  10. Mitch9

    Mitch9 Member

    Joined:
    May 2, 2021
    Messages:
    36
    Likes Received:
    10
    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/
     
  11. Martin Lacina

    Martin Lacina New Member

    Joined:
    Mar 4, 2021
    Messages:
    10
    Likes Received:
    0
    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?
     
  12. kaze59190

    kaze59190 New Member

    Joined:
    Oct 11, 2022
    Messages:
    3
    Likes Received:
    1
    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"

    lighting.png

    The road is a single mesh, low poly, with a Catmull-Clark subdivision and a Shinkwrap modifier so that it stands above the terrain.

    mesh.png

    I've tried applying scale, setting normals correctly but I'm still having this issue in ksEditor.
    Here are my shader settings:

    spec.png

    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!
     
  13. fughettaboutit

    fughettaboutit aka leBluem

    Joined:
    Jul 21, 2014
    Messages:
    1,117
    Likes Received:
    379
    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
     
  14. kaze59190

    kaze59190 New Member

    Joined:
    Oct 11, 2022
    Messages:
    3
    Likes Received:
    1
    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.

    fixed.png


    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 !
     
    fughettaboutit likes this.
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice