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Mickstix
replied to the thread
SOLVED
shiny or wet look rubber groove?
.
Someone once told me, may of been John?, that only shaders with AT in the shadername will remember "alpha test" persistence. As for the...
Aug 11, 2025
Xuacu
replied to the thread
SOLVED
shiny or wet look rubber groove?
.
I don't have that LUA knowledge, I'll have to try with the duplicated mesh as a coat layer. but thank you!
Aug 11, 2025
Johnr777
replied to the thread
SOLVED
shiny or wet look rubber groove?
.
Extension replacements only work if the shader can support it. But yes, you could force reflection from rain if you know how to use LUA...
Aug 11, 2025
G
glurbs
reacted to
Xuacu's post
in the thread
SHADER
Photo Quality Road Surface
with
Like
.
Here is the complete process of how I made my road material following the tutorial from assettocorsamods.net. It is in Spanish but if...
Aug 11, 2025
Xuacu
replied to the thread
SOLVED
shiny or wet look rubber groove?
.
I want to try placing a transparent mesh over my road mesh with an opacity map (the same one I use for the specular) to achieve the...
Aug 11, 2025
Johnr777
replied to the thread
SOLVED
shiny or wet look rubber groove?
.
fresnelMaxLevel. But for your road, you would use the multimap without AT. Probably MultiMap_NMDetail since it will give you a detail...
Aug 11, 2025
The Vampire
reacted to
Xuacu's post
in the thread
SHADER
Photo Quality Road Surface
with
Like
.
Here is the complete process of how I made my road material following the tutorial from assettocorsamods.net. It is in Spanish but if...
Aug 11, 2025
fughettaboutit
reacted to
Xuacu's post
in the thread
SHADER
Photo Quality Road Surface
with
Like
.
Here is the complete process of how I made my road material following the tutorial from assettocorsamods.net. It is in Spanish but if...
Aug 11, 2025
Xuacu
replied to the thread
SOLVED
shiny or wet look rubber groove?
.
Sometimes it happens to me that when I leave alpha test and even though it is saved in persistence when I reload the FBX in Kseditor it...
Aug 11, 2025
Xuacu
reacted to
Mickstix's post
in the thread
SOLVED
shiny or wet look rubber groove?
with
Like
.
Multimap_AT just as John suggested above! (just make sure you choose "alpha test" as the alpha mode) I had left it at "alpha blend" to...
Aug 11, 2025
Xuacu
replied to the thread
SHADER
Photo Quality Road Surface
.
Here is the complete process of how I made my road material following the tutorial from assettocorsamods.net. It is in Spanish but if...
Aug 10, 2025
Mickstix
replied to the thread
SOLVED
shiny or wet look rubber groove?
.
Multimap_AT just as John suggested above! (just make sure you choose "alpha test" as the alpha mode) I had left it at "alpha blend" to...
Aug 10, 2025
Xuacu
replied to the thread
SOLVED
shiny or wet look rubber groove?
.
What Shader did you use? ksPerPixelAlpha or ksPerPixelMultimap_AT?
Aug 10, 2025
Xuacu
reacted to
Mickstix's post
in the thread
SOLVED
shiny or wet look rubber groove?
with
Like
.
Shiny groove worked out pretty well!
Aug 10, 2025
quetillo
reacted to
Xuacu's post
in the thread
SHADER
Photo Quality Road Surface
with
Like
.
Yes, all textures except the normal map have an alpha channel for specular highlights. TxMask has black alpha channel to avoid DetailA...
Aug 10, 2025
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