The shader to use (the that Kunos also uses in official tracks) is
ksMultilayer_fresnel_nm
Here are the settings from the SDK Editor.
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View attachment 1309
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Hi everyone, I've tried following this guide to make a realistic asphalt and I've gotten a good result, but there's one thing that's impossible with this method: the cube map being reflected in the material.
As stated in: ASSETTO CORSA MODDING MANUAL 3.0_0.34revD.pdf
"13. ksMultilayer_fresnel_nm...
...The downside of using this is the zero reflection property. So it's mainly used for non-reflective objects."
Do you know if there's any way to make the environment, cube map, cars, etc., be reflected?
I think some people put a mesh over the road with reflection material that creates those reflections that I am looking for.
I don't understand why the ksMultilayer_fresnel_nm material doesn't support reflections and has Fresnel parameters that don't affect the material at all.
Well, if anyone has any ideas on how to do this or better alternatives to ksMultilayer_fresnel_nm...
When I asked Chat GPT, it told me I could force an object like ksMultilayer_fresnel_nm that doesn't allow cubemap reflections to apply reflections, but I think he made it up because I write what it told me in "ext config" (Material adjustment), and it doesn't work.
Something like useCustomCubemap; cubeMapintensity; cubeMapFresnel...
My parameters explained, some don't affect the material at all and I don't understand why they are there, maybe it's because with CSP they act differently?:
ksAmbient, 0.3 ; Ambient light affecting shadows. 0 is black shadows, 0.3 is OK.
ksDiffuse, 0.3 ; Light reflecting material: 0 absorbs all light, no light reflected, 0.3 ok
ksSpecular, 0 ; Does nothing with ksMultilayer_fresnel_nm
ksSpecularEXP, 20 ; Concentration of light reflection: lower value more dispersed, higher value more concentrated, more polished
ksEmissive, 0,0,0 ; If we want it to emit light, RGB values
ksAlphaRef, 0 ; It does nothing with ksMultilayer_fresnel_nm. It's used to define shadows for materials that use an alpha opacity value, such as 2D trees.
multR, 1 ; Texture scale txDetailR. 1= 1x1 meter value?
multG, 1 ; Texture scale txDetailG
multB, 0.4 ; Texture scale txDetailB
multA, 0,0 ; Texture scale txDetailA
magicMult, 1 ; 0 is black, 1 is Ok, more than one seems emissive.
fresnelC, 0.1 ; fresnelEXP if it is at 0 it does nothing, with ksMultilayer_fresnel_nm, if the fresnelEXP value is more than 0 it gives brightness to the areas that have been eliminated from the fresnelEXP, values between 0 and 1 (1 restores what has been lost in fresnelEXP) Normal use: Ambient reflections (used for interiors when the sun does not shine on them) It is not affected by FresnelEXP. It is easy to go over > 0.07 ok
fresnelEXP, 3 ; It reflects according to the angle of incidence, the higher the value, the further the reflection is from the area that is most frontal and closest to the view (like reflection of car body, - Value = more chrome = continuous reflection; (2 - 3.5 OK))
In the absence of ambient reflections of ksMultilayer_fresnel_nm, it is not advisable to use high values because it moves the reflection of the sun away from the view.
fresnelMaxLevel, 1 ; Light reflection level. MAX=1
tarmacSpecularMultipl, 2 ; It does nothing with ksMultilayer_fresnel_nm
detailNMMult, 10,50 ; Texture scale txDetaiNM
Greetings to all!