SHADER Photo Quality Road Surface

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

  1. Pixelchaser

    Pixelchaser Well-Known Member

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    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
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  2. luchian

    luchian Administrator Staff Member

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    Multiple materials are not supported in AC, afaik.

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

    fizzybanana New Member

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    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:
     

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    Last edited: Jan 8, 2018
  4. luchian

    luchian Administrator Staff Member

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    Yes, exactly.
     
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  5. fizzybanana

    fizzybanana New Member

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    Perfect!
     
  6. quetillo

    quetillo Member

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    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

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    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

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    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

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    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
     

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  10. Mitch9

    Mitch9 New Member

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    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

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    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?
     
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