W.I.P. Sachsenring

Discussion in 'Tracks' started by Gunnar333, Jul 24, 2019.

  1. Gunnar333

    Gunnar333 Well-Known Member

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    work in progress:
    Screenshot_melkus_mt77-2_g333_sachsenring_26-7-120-18-30-42.jpg Screenshot_melkus_mt77-2_g333_sachsenring_26-7-120-18-29-52.jpg Screenshot_melkus_mt77-2_g333_sachsenring_26-7-120-18-29-25.jpg Screenshot_melkus_mt77-2_g333_sachsenring_26-7-120-18-28-45.jpg Screenshot_melkus_mt77-2_g333_sachsenring_26-7-120-18-27-50.jpg Screenshot_melkus_mt77-2_g333_sachsenring_26-7-120-18-27-0.jpg
     
    Tibor Solyom, stone, luchian and 5 others like this.
  2. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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  3. xedos6

    xedos6 New Member

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    Very, very nice! Cant wait to try it.....
     
  4. Johnr777

    Johnr777 Moderator

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    Looking great!

    This will help with the grass and gravel tiling by the way:

    Code:
    [SHADER_REPLACEMENT_...]
    MATERIALS = 
    PROP_...= ksAlphaRef, -193
     
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  5. Gunnar333

    Gunnar333 Well-Known Member

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    Hmm... I don't get it. Can you explain a bit more please? Do you mean for a transition effect between gravel and grass or for CM Grass FX?
     
  6. Johnr777

    Johnr777 Moderator

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    In your grass and gravel shaders, the main ones, theres a tiling effect from the repetition of the detail textures, its very common.

    The code above is some CSP trickery that does something to the textures mip maps to reduce the repetition :)
     
  7. Gunnar333

    Gunnar333 Well-Known Member

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    Oh.. okay. I'll have a look at it. Thanks!
     
  8. fughettaboutit

    fughettaboutit aka leBluem

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    another way for that:
    [SHADER_REPLACEMENT_0]
    MATERIALS = your_material
    SHADER = ksPerPixel_tilingfix
     
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  9. Gunnar333

    Gunnar333 Well-Known Member

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    I could get rid of this texture tiling effect with:

    Code:
    [MATERIAL_ADJUSTMENT_5]
    MATERIALS = Grass, grassmap0?
    KEY_0 = ksAlphaRef
    VALUE_0 = -193
    OFF_VALUE_0 = -193
    ACTIVE = 1
    DESCRIPTION = tiling fix

    I couldn't find any info (CSP GitHub Wiki) for this "ksPerPixel_tilingfix" Shader.
    Any hints?
     
  10. EKO Sim-Racing

    EKO Sim-Racing Well-Known Member

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    Did you look on the discord ?
     
  11. Johnr777

    Johnr777 Moderator

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    As the name suggests, its a shader created to reduce tiling for materials without a detail texture. so anything that originally uses ksPerPixel.

    In your case, the code you've been using is probably what you need :)

    Also, you dont need to number material_adjustment entries, or any other config entries.

    This format allows them to work as well:

    [MATERIAL_ADJUSTMENT_...]
    [MESH_ADJUSTMENT_...]
    [CONDITION_...]
    [SHADER_REPLACEMENT_...]

    that way you dont need to worry about keeping track of numbers
     
  12. Gunnar333

    Gunnar333 Well-Known Member

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    No, not yet.

    Okay thanks. My materials are ksMultilayer so I think I'm better off with ksAlphaRef method.
    Thanks for the info with numbering, didn't know that. Make things easier. :D
     
  13. SebSto

    SebSto New Member

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    Hey, maybe a bit late but i read that you are learning substance painter for your track project. Feel free to ask me anything you want to know, I use it everyday at work and maybe i can help you with some things and give you some workflow tips. Also Substance Designer in case you are using that too.

    Nice work so far!
     
  14. Gunnar333

    Gunnar333 Well-Known Member

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    It would be cool if you can do a short tutorial on how to integrate substance painter in your AC Modding workflow.
    And maybe how to do a proper multimaterial for AC with all the advantages (AO, NM, etc...) of substance painter.
     
  15. SebSto

    SebSto New Member

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    Well because of AC's super weird and somewhat ancient shader setup, it is not possible to integrate SP and SD into a workflow that is comparable to working with Unreal or even CryEngine, which was notoriously difficult in this regard. But, when I get around to it I can show how I set up a project template with layers, anchor points and masks to paint splat maps for multimaterial shaders, and how to normalize the channels in substance designer.

    With export presets, i am working on that myself still, because its not so easy to paint materials in a software that is predominantly made with PBR in mind, like pretty much everything works nowadays, but export it to AC's shaders. For simple materials, i usually just multiply the AO into the Albedo like in ye olden days of texturing :D
     
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  16. eric flick

    eric flick New Member

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    Can you already download this route somewhere ?
     
  17. Gunnar333

    Gunnar333 Well-Known Member

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    No.
     
  18. fughettaboutit

    fughettaboutit aka leBluem

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  19. eric flick

    eric flick New Member

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    Ahh ok I have that When could you expect this route?
     
  20. Gunnar333

    Gunnar333 Well-Known Member

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    I really can't say when. It's done when it's done.
    I also don't plan to release any beta version before the final.
    Just bookmark this thread. I will post all progress update here.
     
    xedos6 likes this.
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