11-27-2010, 09:18 PM,
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Surzh
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Car. Material properties
Hi guys,
I want to play with material properties (first of all for car model).
Where I can find that?
Thanks,
Ivan Surzhenko
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11-28-2010, 04:38 AM,
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NaN
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Material is the misc1 texture. Red and green channel are the interesting ones.
Code: float gloss = tu1_2D_val.r;
float metallic = tu1_2D_val.g;
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11-28-2010, 05:03 AM,
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portets
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am i right in saying that, after the deferred rendering refactor, the green and red channels never got separated?
making a misc-1 blue or green does nothing. red causes gloss and metallic.
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11-28-2010, 11:54 AM,
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fudje
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Is there a normal map for cars?
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11-28-2010, 07:31 PM,
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portets
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i created a normal map for the xs to make seams between body panels.
it turned out pretty bad, a bunch of shiny squares followed the lines.
doesn't vdrift compress textures in-game? because the normal maps have jpeg-like compression artifacts, but shiny.
and it's not just me; the normal maps look good when loaded into different programs.
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11-29-2010, 04:45 AM,
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fudje
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I reckon that's more likely to be stretching. Although the lowest quality filter in VDrift seems to be Trilinear mip-maps, which should more or less hide such things.
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11-29-2010, 07:47 AM,
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portets
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yeah, i think disabling normal map compression sounds good. then we can figure out what to do later.
i've partially been stalling on making new normal maps because they don't look right. like my rouen tarmac maps; they look pretty bad up close.
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11-29-2010, 11:06 PM,
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fudje
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Haha DXTn. I never noticed. Without compression (my driver doesn't do S3TC off the bat) I can quite happily fit all the textures for Ring 2007 and 4 cars in 256M of memory for IGP....
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