Just Kauser
Active Member
This is a translation from my article on my website: https://fahrdynamik.wordpress.com/assetto-corsa-reflektierende-regentexturen/
It exists some wet versions from tracks, i analysed the driftplaygroundwet: This programms did i used:
kn5conv
ksEditor
kn5material
There is aosta as wet track, too, but the reflections of Driftplayground slooks more realistic:
To get more diversity for road reflections, exists more different materials:
Roada77
ksPerPixelNM
ksAmbient 0,2
ksDiffuse 0,1
ksSpecular 0,1
ksSpecularEXP 10
ksEmissive 0
ksAlphaRef 0
fresnelC 0
fresnelEXP 0
nmObjectSpace 0
isAdditive 0
fresnelMaxLevel 0,05
boh 0
txDiffuse
txNormal
Roada75
ksPerPixelNM
ksAmbient 0,1
ksDiffuse 0,1
ksSpecular 0,1
ksSpecularEXP 100
ksEmissive 0
ksAlphaRef 0
fresnelC 0
fresnelEXP 0
nmObjectSpace 0
isAdditive 0
fresnelMaxLevel 0,05
boh 0
txDiffuse
txNormal
Roada81
ksAmbient 0,1
ksDiffuse 0,1
ksSpecular 0,1
ksSpecularEXP 100
ksEmissive 0
ksAlphaRef 0
fresnelC 0
fresnelEXP 0
nmObjectSpace 0
isAdditive 0
fresnelMaxLevel 0,05
boh 0
txDiffuse
txNormal
To create now a track with wet apsphalt textures, open the kn5-file with kn5material and search for material names like asphalt, road etc.
Change the values accordingly to the values above.
This is the simplest way, it's a little bit more complicated, to convert the kn5 in a fbx file. For that, you copy the kn5conv into the track folder and drag the kn5 file over the kn5conv programm. This generate the fbx file and a texture folder. You can open your fbx file now with the KSEditor to know what the name of road material is, if it not obviously. You generate the best result, wenn you create a normal map from your road texture, you can use this plugin for that:
https://code.google.com/archive/p/gimp-normalmap/
Good luck, Just Kauser!
I'm sorry for the bad english, my school english is a bit rusty. If you tell me, where my mistakes are, i will correct them. Greetings!
It exists some wet versions from tracks, i analysed the driftplaygroundwet: This programms did i used:
kn5conv
ksEditor
kn5material
There is aosta as wet track, too, but the reflections of Driftplayground slooks more realistic:
To get more diversity for road reflections, exists more different materials:
Roada77
ksPerPixelNM
ksAmbient 0,2
ksDiffuse 0,1
ksSpecular 0,1
ksSpecularEXP 10
ksEmissive 0
ksAlphaRef 0
fresnelC 0
fresnelEXP 0
nmObjectSpace 0
isAdditive 0
fresnelMaxLevel 0,05
boh 0
txDiffuse

txNormal

Roada75
ksPerPixelNM
ksAmbient 0,1
ksDiffuse 0,1
ksSpecular 0,1
ksSpecularEXP 100
ksEmissive 0
ksAlphaRef 0
fresnelC 0
fresnelEXP 0
nmObjectSpace 0
isAdditive 0
fresnelMaxLevel 0,05
boh 0
txDiffuse

txNormal

Roada81
ksAmbient 0,1
ksDiffuse 0,1
ksSpecular 0,1
ksSpecularEXP 100
ksEmissive 0
ksAlphaRef 0
fresnelC 0
fresnelEXP 0
nmObjectSpace 0
isAdditive 0
fresnelMaxLevel 0,05
boh 0
txDiffuse

txNormal

To create now a track with wet apsphalt textures, open the kn5-file with kn5material and search for material names like asphalt, road etc.
Change the values accordingly to the values above.
This is the simplest way, it's a little bit more complicated, to convert the kn5 in a fbx file. For that, you copy the kn5conv into the track folder and drag the kn5 file over the kn5conv programm. This generate the fbx file and a texture folder. You can open your fbx file now with the KSEditor to know what the name of road material is, if it not obviously. You generate the best result, wenn you create a normal map from your road texture, you can use this plugin for that:
https://code.google.com/archive/p/gimp-normalmap/
Good luck, Just Kauser!
I'm sorry for the bad english, my school english is a bit rusty. If you tell me, where my mistakes are, i will correct them. Greetings!
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