SHADER No tiling shader from CSP.

Discussion in 'Tracks' started by Portland12345, Nov 18, 2020.

  1. Portland12345

    Portland12345 New Member

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    Anyone know how to use the new shader from CSP ?

    ksMultilayer_fresnel_nm4

    alternative to “ksMultilayer_fresnel” with four normal maps aligned with detail maps instead of one texture mapped to main UV. Has four separate options for fixed tiling, instead of ksEmissive trick.
     
  2. Johnr777

    Johnr777 Moderator

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    Dont think its meant to be used that way. Enabling tiling fix converts the original ksMultilayer_fresnel to this new one, automatically.

    Code:
    [SHADER_REPLACEMENT_...]
    MATERIALS =
    PROP_... = ksAlphaRef, -193
     
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  3. Portland12345

    Portland12345 New Member

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    Ahhhhh thanks a lot!

    So basically, I can pile on to that whatever is using fresnal shader.

    grass, road etc.


    [​IMG]


    [​IMG]


    one issue I find is that google images just doesn't have enough resolution. :(

    So I covered lot of it up with grass shader and using that tall highlands grass.


    masking out all the houses and dirt roads is going to be pain in the $%@ for the large land part.

    I tried playing around with channels to get just green out but google image was taken in fall.


    know any tricks how to pick out other colors out.
     
  4. fughettaboutit

    fughettaboutit aka leBluem

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    "Please keep in mind tiling fix requires an extra texture sample, do not use it for textures which are too high res."
    ^ this still is true!

    Also try to make the grass only in sight from the road, not everywhere.

    Though CSP tries to have it not all visible all the time, but still could effect performance
     
    Last edited: Nov 20, 2020
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  5. Portland12345

    Portland12345 New Member

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    what do you mean?on the extra textures slot

    I used ksMultilayer_fresnel_nm for the land.



    satellite photo (4mb dds) 4k resolution
    mask (1024x1024 dds)
    grass detail (1024x1024 dds)
    dirt detail (1024x1024 dds)
    concrete detail (1024x1024 dds)
    grass nm (512x512 dds)


    what other texture would I need? There is no more slots to put texture.

    This was just test with shader I will remove anything close to road to create break between road/grass splat.


    For the grass part? Doesn't csp only show whats close to screen.

    Couldn't this be controlled by LOD in kseditor?
     
  6. Johnr777

    Johnr777 Moderator

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    You are fine on the textures.

    The grass, he means grass_fx. Good habit to have it scatter only on the surfaces close to the track, not in the larger background meshes.
     
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  7. Portland12345

    Portland12345 New Member

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    Ah okay got it.

    Yeah I am going to separate it out. call the outside largeland and remove csp grass.

    What would be good rule like first 50 meters on each side of road to have csp grass?
     
  8. Johnr777

    Johnr777 Moderator

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    Yeah, but you can always do a couple of tests
     
  9. Portland12345

    Portland12345 New Member

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    Will do.

    What I noticed csp grass is very clever. It doesn't render grass unless texture is green underneath.

    I still need to figure out quick way to mask out all the dirt and concrete. Really time consuming to pain brush everything out.

    [​IMG]
     
: tracks
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