Kart Racing Pro Official Forum

Mods => Track Editing => Topic started by: Aritz on May 30, 2012, 04:28:57 PM

Title: Shaders, how, when, where!
Post by: Aritz on May 30, 2012, 04:28:57 PM
I've been testing shader these days and they are a must for track creators.

Specular gives a very nice bright where the sun (light) hits. Very easy to do with a simple texture

Bump makes the surfaces more real with the non perfect surfaces. You need a program to do them or you can do the bump texture with photoshop quite easiliy

Reflections... I can't do them, but glass or polished metals should have this. Help needed!


This screenshot is taken after the bump and specular shaders activated. Bump for the "grass" and tarmac, and specular for the buildings, tyres (covered with plastic) and fences:

(http://img444.imageshack.us/img444/623/escoursepreview.jpg)

But my asphalt is very ugly :( The bump is very big, not real.... How can I do the nice Piboso's bumped texture?
Title: Re: Shaders, how, when, where!
Post by: Aritz on May 30, 2012, 04:42:19 PM
An improved dry grass bump textured:

(http://img689.imageshack.us/img689/4759/escoursepreview2.jpg)

And the asphalt bump texture problem:

(http://img51.imageshack.us/img51/9556/escoursepreview3.jpg)
Title: Re: Shaders, how, when, where!
Post by: Aritz on May 30, 2012, 06:01:36 PM
Progressing :D

(http://img833.imageshack.us/img833/4229/escoursepreview4.jpg)
Title: Re: Shaders, how, when, where!
Post by: Schwoni on May 30, 2012, 06:54:40 PM
Yes this effect is really awesome and a must have :)


(http://www.abload.de/img/bumpxwao2.jpg) (http://www.abload.de/image.php?img=bumpxwao2.jpg)


Asph Bump is a bit much i know ;)
Title: Re: Shaders, how, when, where!
Post by: Aritz on May 30, 2012, 08:38:53 PM
Yes, I have to improve the bump/specular texture. Now I know how though  :)

Someone knows how the reflection shader works? Piboso's Track Creation Rules are for 3D artists, not for begginners with a lot of time but no studies at all  ;D
Title: Re: Shaders, how, when, where!
Post by: EVO on May 31, 2012, 07:11:24 PM
Great woek guys.  Aritz the reason the track looks like ice cream sometimes is the specular.  has too many bright white spots if you reduce the brightness or lower the contrast of that texture it should look better.  In shader map pro i use a intensity of 20.  Sometimes bump map on the tarmac can also look to exagerrated (too much track surface bunmpyness look) so i lower intensity on Shader Map Pro also to 20
Title: Re: Shaders, how, when, where!
Post by: Aritz on May 31, 2012, 10:24:15 PM
Even with a very simple and crap tree wall, you can improve it a lot using the bump!

(http://img571.imageshack.us/img571/2161/escoursepreview8.jpg)
Title: Re: Shaders, how, when, where!
Post by: Aritz on May 31, 2012, 10:29:00 PM
Quote from: EVO on May 31, 2012, 07:11:24 PM
Great woek guys.  Aritz the reason the track looks like ice cream sometimes is the specular.  has too many bright white spots if you reduce the brightness or lower the contrast of that texture it should look better.  In shader map pro i use a intensity of 20.  Sometimes bump map on the tarmac can also look to exagerrated (too much track surface bunmpyness look) so i lower intensity on Shader Map Pro also to 20

Thx, I will test more.

One question: How can I map the bump/specular? In some areas the track has the perfect size of the asphalts little rocks, but in others, the bumps are too big:

(http://img545.imageshack.us/img545/7083/escoursepreview9.jpg)
Title: Re: Shaders, how, when, where!
Post by: Schwoni on May 31, 2012, 10:37:13 PM
it look like it is different mapped. Maybe because pulled the edge of the connection to the track? try to remap the texture
Title: Re: Shaders, how, when, where!
Post by: EVO on May 31, 2012, 11:08:57 PM
those trees look amazing with bump, never even though of that
Title: Re: Shaders, how, when, where!
Post by: Aritz on June 01, 2012, 04:07:39 PM
I really need your help for fix the asphalt bump problem... I've tried to remap using Unwrap UVW but the bump still is different in some areas as you can see in my screenshot. Other big problem will be the white line each side of the track.., It is part of the asphalt texture and when I modify the mapping, the line loses its position and size...

I did some modifications on the bump/specular texture and the results are positive, the white brights are easily "editable" using less contrast or bright or both.
Title: Re: Shaders, how, when, where!
Post by: EVO on June 01, 2012, 08:38:17 PM
uvw mapping not uvw unwrap.   if the textures are the same just one has no white line.  Use the same UVW scales and everything should match.
Title: Re: Shaders, how, when, where!
Post by: maxrod on June 02, 2012, 10:45:00 AM
Can someone post example of shd file as mine is not exporting into the scene, with the grs file it makes a grs file where shd is not, Are there something wrong with my file ?, As in the picture on left is file on right is the code must be wrong.
Title: Re: Shaders, how, when, where!
Post by: Aritz on June 02, 2012, 10:50:18 AM
Your system uses comas instead of dots for separate file name from extension?  :o

You should post the bump file, maybe something is wrong
Title: Re: Shaders, how, when, where!
Post by: Aritz on June 02, 2012, 11:13:47 AM
Quote from: EVO on June 01, 2012, 08:38:17 PM
uvw mapping not uvw unwrap.   if the textures are the same just one has no white line.  Use the same UVW scales and everything should match.

Buff

Please, can you explain it for dummies?

I am using two different asphalt textures, with and without white lines. Actually they are the same but one has the white lines deleted (for parking lot). How can I keep the white lines on the track and reduce the bump size? I want to have the left asphalt bump size, not the biggest, nor the medium size that you can see on the track of the right:

(Remember: There are only two different textures, with/without lines. But as you can see, same non-lined asphalt has different bump there...)


(http://img543.imageshack.us/img543/6903/escoursepreview12.jpg)
Title: Re: Shaders, how, when, where!
Post by: Aritz on June 02, 2012, 11:32:38 AM
I think I have it. But I've lost both lines and the orientation...

Doesn't matter, I will use a different Asphalt texture, with no lines. The problem will be to do the lines with my poor knowlegde about 3D Max :-\

(http://img859.imageshack.us/img859/9805/escoursepreview13.jpg)
Title: Re: Shaders, how, when, where!
Post by: maxrod on June 02, 2012, 11:53:05 AM
Here is the  bump and the alpha channel used for the specular, white for more shine, maybe there is a way to see if it is working as there is significance difference in 3dsmax, You can map sections in 3dsmax choose polygons, uvwmap it will map individual, If you need to map your track with white line you will need to use uvw unwrap, In sections as you will not be-able to map corners with uvwmap.
Title: Re: Shaders, how, when, where!
Post by: maxrod on June 02, 2012, 11:58:43 AM
You could create a tileable texture then create white line individually.
Title: Re: Shaders, how, when, where!
Post by: Aritz on June 02, 2012, 12:22:19 PM
I don't see anything wrong with your file except the coma "yourBumptexture,shd"... Why that coma?

I think I understand how to map again my asphalt, it is a lot of work though  :-\ I have hundreds of sections to remap!
Title: Re: Shaders, how, when, where!
Post by: Schwoni on June 02, 2012, 12:38:15 PM
Quote from: maxrod on June 02, 2012, 10:45:00 AM
Can someone post example of shd file as mine is not exporting into the scene, with the grs file it makes a grs file where shd is not, Are there something wrong with my file ?, As in the picture on left is file on right is the code must be wrong.

i have had the same problem long time ago. The problem was the folder settings, i have had enabled hide known extensions, so i called the Shader files .SHD but it was still a .TXT file, Because windows hide extension .TXT. I disabled this option then it show you if u create a .TXT file, yourname.TXT if u change .TXT to .SHD then it work. Maybe it is the same.
Title: Re: Shaders, how, when, where!
Post by: maxrod on June 02, 2012, 01:09:25 PM
Aritz Can you attach the sections together then remap, In poly on the right hand side you can attach and detach the sections, Schwoni can you try to explain how you disabled the option please as i have tried evey thing can't understand why the grs file changes but the shd will not thanks for all your help.
Title: Re: Shaders, how, when, where!
Post by: Schwoni on June 02, 2012, 01:16:06 PM
i can explain in win7 not sure what u use maybe it is not the same. Send me a PM with the diffuse map then i will do a bump file and a shader file and u can try what is wrong with ur files. Bump or SHD and then we fix that.
Title: Re: Shaders, how, when, where!
Post by: Schwoni on June 02, 2012, 01:36:08 PM
your problem is definitly the .txt file it is like i said.
If u have win7 i can explain which steps u have to do to fix that.
U have to disable hide known extensions and then u see it like me, then u just have to delete .txt and done
Title: Re: Shaders, how, when, where!
Post by: maxrod on June 02, 2012, 02:16:21 PM
Yes works thanks.
Title: Re: Shaders, how, when, where!
Post by: Aritz on July 05, 2012, 10:26:31 AM
(http://img37.imageshack.us/img37/7226/escoursepreview16.jpg)

A very simple FENCE with bump and specular becomes an almost real one  :o

Track makers, USE SHADERS, even if you are converting from rFactor! It is easy and the track would be a lot nicer!

Here the code:

bump
{
map = FENCE_mas_gordo_bump.tga
}
specular
{
shininess = 3
}

Title: Re: Shaders, how, when, where!
Post by: Ryan Harris on July 05, 2012, 02:00:54 PM
Looks great!
Title: Re: Shaders, how, when, where!
Post by: Jeffrey Rietveld on July 05, 2012, 02:33:00 PM
That looks awesome ! I would also like to build tracks but i've no idea how to start etc, if you want to teach me some stuff add me on msn: jeffrey960@live.nl :)
Title: Re: Shaders, how, when, where!
Post by: EVO on July 05, 2012, 05:37:40 PM
great discoveries pioneering the way to better tracks.  that fence looks just like the plastic wrapped ones
Title: Re: Shaders, how, when, where!
Post by: Aritz on July 05, 2012, 06:24:19 PM
Quote from: maxrod on June 02, 2012, 11:58:43 AM
You could create a tileable texture then create white line individually.

That was the way, thanks for the idea ;)