• Dear visitors,

    The email issue has been finally solved.
    Thank you for your patience and happy browsing.

    Team ACM.

QUESTION Wet road effect

Johnr777

Moderator
Hi, I would like to know which shader to use, and what kind of textures do I need to achieve a wet track?
I have found this one: https://assettocorsamods.net/threads/reflective-rain-textures.933/
but its too simple. Would need something with a MAP, so there is wet and are puddles too.
Big thx.
Whatever is used for window reflections on some Kunos tracks should work. I think brands hatch has a shader like that for the big building. Map controls reflection...
 

Pixelchaser

Well-Known Member
the map file controls specular power (RED) specular width (GREEN) and reflection power (BLUE). plenty on blue channel, and green and red and itll start to look shinny but its all crap outcome really Mitja . certainly using a second ojbect layer is good idea but a pain to get correct when needing transparency, I think theres a shader that uses normal and on the normal alpha is transparency... maybe Ac custom shader group does it better now....
 

Mitja Bonca

Active Member
I went with 2 layers, 1st lower one is actually the tarmac texture, 2nd one is the transparent with map texture that does the trick of wet tarmac. Thank you.
 

Mitja Bonca

Active Member
I will, when I get back home. It indeed looks good. I took images from Goodwood so far, with some different settings, but will try to make my own.
 

Mitja Bonca

Active Member
Here you go, here are described images and textures I use to create wet road effect.
- 1: overall look
- 2: 1st lower layer is ROAD object and I use same diffuse texture as for all other ROAD objects (same is NM from it)
- 3: 2nd top layer for wet look
- 4: are map and nm textures for it, diffuse is a simple white color 32x32 pixels

You can also see all the settings I use for each layer. I hope it helps.
 

Attachments

mantasisg

Active Member
I'm sure wet_map and wet_nm textures could be improved. I remember I spent quite a bit on tweaking them, but I think they aren't as good as they could possibly be, anyway its been a long time since they were done. I remember that I also stretched out wet-effect object UV map so the texture would be less repetitive.

Would be interesting if you'd also place actual physical puddles, I think I have achieved "just ok" look for them in Goodwood. But perhaps it makes sense in high grade circuit to have proper drainage and don't accumulate big puddles unless it is some kind of torrential rain or something :D
 

Mitja Bonca

Active Member
I'm sure wet_map and wet_nm textures could be improved. I remember I spent quite a bit on tweaking them, but I think they aren't as good as they could possibly be, anyway its been a long time since they were done. I remember that I also stretched out wet-effect object UV map so the texture would be less repetitive.

Would be interesting if you'd also place actual physical puddles, I think I have achieved "just ok" look for them in Goodwood. But perhaps it makes sense in high grade circuit to have proper drainage and don't accumulate big puddles unless it is some kind of torrential rain or something :D
Great idea with actual puddles, WOW :) Brilliant.
This track of mine get wet artificially actually. It has a system for it. Thats why would be good to do both versions (wet one, with actual physical puddles).
 
Last edited:
Top