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SHADER setting-up trees

I have been trying to use that KSTREE_GROUP method from this thread, but for some reason the trees still look horrible?

I have 2501 separate tree objects, each one named KSTREE_TreeAhornBerg_NUMBER, I used one single material for all of them, including some other joined Trees somewhere else, is that the problem or what did I do wrong here?

 

sebbbl

New Member
Hello there,

I'm new to modding and I'm struggling with trees.
I think I've setup everything as it should, normals are correctly aligned, naming is ok too, but no way to avoid the trees self-shadows, and on the track it's just awful.
For the moment the only walkaround I found is to set the Ambient to 1 and diffuse to 0, but if it works at daylight, it doesn't work anymore at night obviously.
English is not my mother language so I may have missed something, though I read this thread a hundred times...

Here's my result, thanks in advance for your help


PS : I use C4D, and imported a Y shaped tree made with blender.
 

quetillo

Member
Hello there,

I'm new to modding and I'm struggling with trees.
I think I've setup everything as it should, normals are correctly aligned, naming is ok too, but no way to avoid the trees self-shadows, and on the track it's just awful.
For the moment the only walkaround I found is to set the Ambient to 1 and diffuse to 0, but if it works at daylight, it doesn't work anymore at night obviously.
English is not my mother language so I may have missed something, though I read this thread a hundred times...

Here's my result, thanks in advance for your help


PS : I use C4D, and imported a Y shaped tree made with blender.
materials tab and activate the shadow
 

sebbbl

New Member
Ok, found it. Not very academic but here's my walkaround :

I used MATERIAL ADJUSTMENT : during the day, Ambient is set to 1 and diffuse to 0 and at night Ambient is set to 0 and diffuse to 0.25. Works like a charm. No more self-shadowing.
 

Johnr777

Moderator
You are getting some horrible advice... :lol:

What you are experiencing is not self-shadowing but bad normals.

Each tree needs to be a separate object, pivot point at the bottom and middle of mesh, and named kstree_group
 

John Harding

Active Member
I have been trying to use that KSTREE_GROUP method from this thread, but for some reason the trees still look horrible?

I have 2501 separate tree objects, each one named KSTREE_TreeAhornBerg_NUMBER, I used one single material for all of them, including some other joined Trees somewhere else, is that the problem or what did I do wrong here?

Sorry you've been waiting a while, perhaps you have this solved now. I had a similar problem, I solved it by making sure you don't have nested collections (or whatever you call it in Blender) before export. Basically that TreeAhornBerg, click it and delete it so that all the trees are on the base collection (you may wish to save as before trying it out). When you import to KSEditor it should come in under the BLOCKTRANSFORM layer (I don't see it from your screenshot) otherwise the normals haven't worked. Then change them to the KsTree shader.

You can find my own struggles here somewhere, hopefully it helps:
https://assettocorsamods.net/threads/pinwheel-circuit.2705/
 

Johnr777

Moderator
I brought this up in the CSP discord, but it fits here too. CSP 1.78 public adds a tree tweak that removes the vertical plane that might face the camera/view.

Code:
[SHADER_REPLACEMENT_...]
MATERIALS =
MATERIAL_FLAG_0 = 1
Left side of the image shows how well this works!

csp1.78-treefix.jpg
 

Rob Pawn

Active Member
Black Line on TreeWall
The real fix is to never put the UV map to the top edge of the texture. Bring the top UV down some and it will fix the ghost lines.
Hey Guys... Page 4 bring out solutions for that black line over tree-walls when using ksGrass shader.
If i take the ksTree shader it works fine. But i wanted to have the variation option without placing it by hand in blender.

I always pay attention while UV editing - there is plenty of space to the top and bottom border.
But i still have that black line. Normals pointing up. I don't get it. Any advice?
(i will try the black bar on alpha channel now. But its still frustrating )

Greetz

________________________

### EDIT ###

SRY... well, i tried again with UV... and overdo the space to the image boarder.
Now the Black line disappeared finally. but cutted off my tree top.
hopefully i can find a good compromise without editing the texture image in resolution

________________________

### EDIT ###

it keeps me frustrated... 6 pixel are not enough. the further you are away from the TreeWall, the more space u need between UV edge to texture edge. Finally i added 40 pixel on top of the texture image...
 
Last edited:

Rob Pawn

Active Member
TreeWall Variation

after i wasted the whole evening, there is no Variation visible. When i play around with values boh and scale the wall just disapears... any advice? (its one mesh with 8 faces / vertices are merged / normals pointing up)
 

Attachments

Johnr777

Moderator
TreeWall Variation

after i wasted the whole evening, there is no Variation visible. When i play around with values boh and scale the wall just disapears... any advice? (its one mesh with 8 faces / vertices are merged / normals pointing up)
You need to use scale and gain, not boh

upping gain, brings out the variation
 

Johnr777

Moderator
Black Line on TreeWall


Hey Guys... Page 4 bring out solutions for that black line over tree-walls when using ksGrass shader.
If i take the ksTree shader it works fine. But i wanted to have the variation option without placing it by hand in blender.

I always pay attention while UV editing - there is plenty of space to the top and bottom border.
But i still have that black line. Normals pointing up. I don't get it. Any advice?
(i will try the black bar on alpha channel now. But its still frustrating )

Greetz

________________________

### EDIT ###

SRY... well, i tried again with UV... and overdo the space to the image boarder.
Now the Black line disappeared finally. but cutted off my tree top.
hopefully i can find a good compromise without editing the texture image in resolution

________________________

### EDIT ###

it keeps me frustrated... 6 pixel are not enough. the further you are away from the TreeWall, the more space u need between UV edge to texture edge. Finally i added 40 pixel on top of the texture image...
That’s because of the mipmaps of the texture, the further you are from the tree wall? The smaller the texture gets scaled to.

I know it’s frustrating, but I highly recommend you take a peek at how Kunos tracks are made, textures, shader values, etc.
 

Rob Pawn

Active Member
Thank u very much Johnr777 for the helpful reply.
Gain make it darker. With the x scale value i think i set the wideness and the texture gets a bit brighter again. but i still have no variation. maybe i just expect something else then it is actually workin.

Is it like a KSmultilayer? 2 textures mixed together?

i have 2 ImageTextures and thought it will fill the faces randomly...

Probably i go back to ksTree Shader and make the variation by myself (randome face textures)
 

Attachments

fughettaboutit

aka leBluem
i would try low values for scale too, like
0.05 0.05
or
0.01 0.01
Thank u very much Johnr777 for the helpful reply.
Gain make it darker. With the x scale value i think i set the wideness and the texture gets a bit brighter again. but i still have no variation. maybe i just expect something else then it is actually workin.

Is it like a KSmultilayer? 2 textures mixed together?

i have 2 ImageTextures and thought it will fill the faces randomly...

Probably i go back to ksTree Shader and make the variation by myself (randome face textures)
 

Xuacu

Member
Hello. Do you know if there is any collection or gallery of trees or other royalty-free elements to add to your own circuit? Thank you very much!
 
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