SHADER Photo Quality Road Surface

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

  1. Johnr777

    Johnr777 Moderator

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    In the A box of images you posted… look at the 3rd one; the normal maps look inverted.

    That’s how the shader works, the detail maps follow the UV direction.
     
  2. Xuacu

    Xuacu Member

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    As I said here, I used a plain single color normal map and the result is the same
    Even I´ve used a single color diffuse texture for both segments and the problem is the same.

    But well, I'll do more tests and try rotating the normal map to see if that solves it.

    Thanks for the suggestions!
     
  3. Xuacu

    Xuacu Member

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    With these values I have managed to improve it a lot. The normals map was not the problem,
    the main problem was the difference in brightness of the texture without taking into account the reflection of the sun

    Road_Solucion.jpg

    however, when the sunlight reflects it you do see that distortion that you mentioned.
    but this is totally logical

    Road_Solucion_normals.jpg

    In any case, the google earth texture is provisional, I have to create good quality textures and I will surely do it as explained at the beginning of this thread
     
    Last edited: Sep 7, 2024
  4. silva

    silva New Member

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    [​IMG] YO THANK YOU. Landsberg Rallye Project 23 NEEDED this! I see there is something going on about normal maps and also the uv mapping is unclear. Maybe I can help to sort this out.
    TO THE FRESH READER: you need to be able to write your RGBA channels INDEPENDENTLY. Your photoshop may not know what you want. Here you find textures to start with:
    https://ambientcg.com/list?category=Asphalt
     

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    Last edited: Sep 14, 2024
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