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Windshield letting rain through when using ksWindscreen shader

Graham

New Member
Hi all. I have the following problem.

Currently I'm messing about with the RTM Oreca07 to learn about how the car models work and to fix it for myself to manage my OCD tendencies. I found that the windshield did not show any raindrops on it, although the side windows did. The weird thing was that the same shader was used and the objects seem to be linked somehow. I then created some internal windows and flipped their normals as per a tutorial that I have as well as added the required fields to the extension.ini for the wipers and windshield so that the wipers will wipe the rain off the glass. The shader was not ksWindscreen, so when I changed the shader to ksWindscreen as it is supposed to be, the rain appeared as it should and the wipers worked as expected. The odd thing I have now is that the raindrops also fall through the windshield onto the dashboard and then flows about as if it was an external surface. Note that the rain also falls and flows on the windscreen as it is supposed to.

I've updated all my old URD mods using blender and changed the shaders in ksEditor to ksWindscreen without any problems so far. Perhaps it has something todo with the fbx persistence file or is there somewhere where one can adjust material properties for the windscreen and side windows? Previously I only had to change the shader in ksEditor and it worked perfectly.

I could really use some advise and guidance.

Thanks in advance.

PS. This also happens when I replace the shader via the extension.ini file.
 

fughettaboutit

aka leBluem
dont put the windscreen mesh under any node, ie cockpit, it must be in the root of the car hierarchy, if its a door window, it must be in the root of the door empty
 

Graham

New Member
dont put the windscreen mesh under any node, ie cockpit, it must be in the root of the car hierarchy, if its a door window, it must be in the root of the door empty
Thank you so much, I will give that a try. The 3d model does not have separate doors with empties. Should I separate them and add an empty in for them? Another thing that is happening, is that the window objects go completely transparent when changing the shader to ksWindscreen and does not change back when using ksPerPixedreflection that was previously used. Any advice?
 

fughettaboutit

aka leBluem
Thank you so much, I will give that a try. The 3d model does not have separate doors with empties. Should I separate them and add an empty in for them? Another thing that is happening, is that the window objects go completely transparent when changing the shader to ksWindscreen and does not change back when using ksPerPixedreflection that was previously used. Any advice?
if you want to animate the doors, yes, then you must separate them, if you dont care, keep it
 

Fuzo

Member
you need 2 meshes, 2 materials (different names), external window normals should face outside, internal window inside and you need to set shaders for both correctly as @fughettaboutit mentioned in his post. and dont forget to use blending mode for both and assign both as transparent in material properties.
 

Graham

New Member
you need 2 meshes, 2 materials (different names), external window normals should face outside, internal window inside and you need to set shaders for both correctly as @fughettaboutit mentioned in his post. and dont forget to use blending mode for both and assign both as transparent in material properties.
Thank you, what is blending mode? Is that in ksEditor or Blender?
 

Fuzo

Member
in kseditor in the window where you are setting shader properties, there is one line named BlendMode, by default you will have eOpaque, you need to change it to AlphaBlend for windows, it will make the texture transparent, so obviously the texture needs to have proper alpha channel. Then you need to flag the material as transparent, so go down to the menu on the bottom, there is Object tab and there change isTransparent to true. And I suggest to open the modding pipeline in SDK directory, all this stuff is written there.
 

Graham

New Member
in kseditor in the window where you are setting shader properties, there is one line named BlendMode, by default you will have eOpaque, you need to change it to AlphaBlend for windows, it will make the texture transparent, so obviously the texture needs to have proper alpha channel. Then you need to flag the material as transparent, so go down to the menu on the bottom, there is Object tab and there change isTransparent to true. And I suggest to open the modding pipeline in SDK directory, all this stuff is written there.

Thank you so much. I will definitely give this a go.
 

Graham

New Member
I'm still doing something wrong. I re-created the meshes, then created a new material for them and also flipped the normals. I've also set the blend mode to AlphaBlend and checked that the glass texture has an aplha channel. Below on the right is the object hierarchy in Blender and the ksEditor properties on the right. I have the windows in their own collection related to an empty. The internal meshes are set to ksWindscreen with the correct blend mode, but the rain still comes through the windscreen and now also the side windows, where it was only the windscreen before... All the windows are flagged as transparent as well.

upload_2022-9-6_19-53-7.png
upload_2022-9-6_19-58-47.png
 

Graham

New Member
did you create UV map for the mesh?
Hi, I managed to get it sorted out last night. To be honest, I haven't got a clue what I did differently apart from starting from scratch with the original model and that's basically it. I didn't change the hierarchy of the window meshes and I didn't have to create a UV map. I believe the UV map can be quite a challenge. Thanks for the help and the advice, it definitely helped me in fixing the mod :) .
 
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