It's fully dynamic now. We lost global illumination but we've progressed towards night/day cycle. Btw you can combine baked lighting with dynamic headlights, since light is additive.
That i know that all Tracks gets this "Graphics Update" but i mean the remodeling There are so many possible Roads you can Drive in SO and i hope they will any time.
I like the Historic LFS Tracks but its anything time for something new
Just beautiful.
In my opinion, once the cars have the same level of detail, LFS will be on par with other current gen SIMs (only talking about visuals here).
I really like what Eric is doing to the tracks. Looking forward to try LFS again on the future when those GFX updates are done.
Apologies for bringing questions, and I don't know how much headache it is to do this, but would it be possible to do the same to AU? Currently ground level is zero, which means no objects can be sunk into the ground. (A lot of our old bangers layouts rely on this)
One reason might be that we can create something like curbs using ramp walls that are sunk into ground. With a little creativity such curbs work really well. Of course actual curbs layout object would be even better...
As Rony says, the top part of a sunken ramp makes for a good kerb. Our banger league has a lot of old BL carpark tracks that I've converted to AU after the Blackwood revamp, but a good deal of them used that trick and just don't work there without some major remodelling. There's a thread about my adventures in layout conversion here
A 3D Kerb object in the editor would help massively, will enable turns to be done smoother and kerbs to be placed more accurately. Although it doesn"t resolve all the purposes of putting underground concrete parts, it does solve the majority of issues regarding "Ramp kerbs".
I think most of the questions in the thread have been answered by other readers.
Usually the specular reflections are not coloured. So I suppose that is a specular workflow though I'm not really sure about the terminology. Currently we do not have control of specular colour per pixel. A specular colour can be set for a whole surface and that can be used for a metallic effect (or another kind of coloured reflection, for example a window covered with a film of coloured transparent plastic).
I'm not really sure what a specular factor or a specular power is, but the BRDF naturally reduces the brightness of the shine and increases the spread if the roughness is increased.
Our shaders are using an approximation to a Cook Torrance BRDF with optimisations discussed by various authors. After quite a bit of experimentation we came to one that Eric was happy with and felt he had enough control over to get most of the effects he needed.
I was forced to implement fog in the shaders when I needed to move to shader model 3 and it doesn't do fog otherwise. So I went for exponential fog. It's nice because it allows fog to have some effect in the middle distance without reducing far distance pixels to 100% fog colour.
The layouts at Autocross should be compatible, though some of the areas are a few metres wider. So some changes at the edges may be needed.
At Aston there are quite a few adjustments, various corners have been improved, tightened up a bit in some cases, but most things are pretty much in the same place so I believe most layouts should work with a few adjustments.
I think I should be able to make old Aston layouts load with the extra 2 metres added automatically.
Having a 3d kerb available would certainly help as I could finish the tracks off manually with it. It might not cover all the tricks they used, but the inner kerb is definitely the most important one
Basically, a metallic workflow is when an arstist has a control over roughness (or smoothness) and metalness. A specular workflow is when the artist has control over smoothness/roughness and specular color directly.
In a metallic workflow, specular color is defined by base color when metallic is enabled, and diffuse is killed. A dielectric material uses the sun color for specular lighting, and has diffuse lighting. Something along thoses lines:
// Attenuate diffuse when the pixel is metallic diffuse *= (1.0 - metallic);
// 0.035 default specular value for dielectric float3 specularColor = lerp(0.035, baseColor.rgb, metallic);
In a specular workflow (like you did right now), if an artist wants to do a similar effect, he needs the control over the specular color per pixel, or have control of metalness per material.
Okay nice, that means that the specular is normalized.
Cook-Torrance ? That's nice ! I was pretty sure that you would have stayed with blinn-phong for this
it is like when you get the interior going to green when you touch a green area of the road, or the arm of the driver going through the window/roof of the LX6 ... : maybe not related to track graphics but cars ... I admit I do not know ...
A bit off topic, while I see the Aston subject raised, I was dreaming of a new corner for Aston Grand Touring (in aim to differentiate its layout a bit more than the GP one) : it would be to use the part of the last corner of Club as per the attachment ...
NB : the trucks parked in Blackwood are very sexy, I wonder if we will them move one day arond the tracks