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SHADER Photo Quality Road Surface

Johnr777

Moderator
I have tried to put a flat normal map of a single blue color and the problem remains the same, I think it is not because of the normal map
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.
 

Xuacu

Member
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.
As I said here, I used a plain single color normal map and the result is the same
I have tried to put a flat normal map of a single blue color and the problem remains the same, I think it is not because of the normal map
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!
 

Xuacu

Member
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
 
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silva

New Member
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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