![]() Try to use real time texture formats as much as you can try to limit the usage of TGAs to just system/target files, and use.This will improve performance reducing overall drawcalls. Atlas textures as much as you can if you have many small texture with similar material attributes, try to atlas them into a singular material, averaging shader settings to a good compromise.We will give you all details about formats and schemes, once we moved to the engine optimization tasks. Normal Maps normal maps are more data files than art, so they should be exported non-compressed to avoid glitches in the spatial/color information.If you have old textures you want to quick fix, you can try applying a Level layer and dropping the OUT from 255 to 200. Color Gamut let’s limit the saturation and brightness of your albedo map, to average 85%, max 90 for pretty strong colors.If you want solid and strong headlight effect just be sure to create glow disks as big as your headlight reflector bells, on the outer and larger diameter. Do not create small mesh, unless you don’t want to simulate led lights, or specific shapes. It is VERY important to note that the size of the PostFX glow mesh has to be, at least, as big as the headlight reflector bell outer ring. Do not use any “fake” glow mesh or custom shader as we were doing in the past. Export this as glow mesh so it will be loaded when headlights are ON. Headlights Create a mesh, with the shape of the bulb reflector (can be even a flat cap), and map it with the glow texture we provided in the sample, using the HighSunLum shader.Tail Lights Use shader with 100% Emissive – Diffuse map for the Light ON must be strong in terms of saturation and brightness to engage the bloom.Set Emissive Color from Black to White to get more or less emissive properties.Use a new shader called DashboardElementShader.Albedo maps are now mandatory with the PostFX integration we are now forced to balance our diffuse maps to work as Albedo Maps.What follows below are guidelines to convert your work to render as nice as possible with the new engine. All existing shaders that come with the simulation are also available to DX11. This guide targets the new DX11 rendering engine for rFactor 2, but in general all the advice given here will also work for the existing DX9 engine.
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