Home Artists Posts Import Register

Content

I finally managed to understand a bit more about PBR shading, and realized what there was before had a few major mistakes to it. Plus, in general, PBR works best with nicely prepared detail textures (roughness/gloss, AO, metalness, all that). So this is a fourth major change to PBR materials, fixing various mistakes and adding new options, and I think it might not be last. But now it at least starts to produce some reasonable results. 

Here is a comparison between old and new shaders, as you can see, crazy reflections are fixed now. And here are some comparisons between original and PBR materials:

Velvet dashboard of Aventador;

Slightly worn aluminium for Huayra;

Shiny carbon for P1.

Also, a video showing messing around with some textures from cc0textures.com.


Files

Comments

Anonymous

Wow this is stunning! I'm so glad AC has a genius like you working in its mod scene

Anonymous

Wow looks very very nice, would be great if we could have some simple PBR shaders for tracks too. A PBR version of ksPerPixelMultiMap for use on tracks would be amazing. Fantastic work as always!!

Max S

Brilliant as always! Magnificent. Cannot wait to see this in VR

Sergi Canaleta

can you make a GUI for drift servers, that can calculate points of drift and a leaderboard for drifters?

Anonymous

thank-you for sharing your lessons with us! good stuff man!

x4fab

Oh, that’s a very good idea. But I think it would need to be smart, otherwise person connected earlier would be on top. Not sure yet how it might work, will think about it. Maybe count average amount of points per minute driven… 🤔

x4fab

Will do that too, of course, but a bit later, right now I still wonder if my PBR code is good or not. :)

Sergi Canaleta

It can be awesome 🤤 thanks for your attentions to the drifter people ❤️

Anonymous

Thank you Ilja for making these wonderful improvements to assetto corsa. If you manage to implement a universal pbr shader that can be used on anything (cars, track objects), that would future proof assetto corsa for years to come

x4fab

Oh, those shaders are already pretty universal, actual shaders are called “nePBR_MultiMap”. Although what shows them down right now is their compatibility with original “ksPerPixel_MultiMap”, would be nice to add a separate bunch of shaders for ksEditor and what not. I’m using it for interiors for now because I feel like they sometimes need it the most, but I’m still not sure if it’s proper PBR or I made some mistakes, so I’m keeping it localized for now.

Anonymous

Interesting thing is, while P1 received better looking carbon surfaces, it decreases the carbon bumpiness (or roughness) on Huayra...

Austin

Anything new on this? BeamNG recently got PBR on tracks and it looks really nice. Assetto Corsa would look so good with PBR tracks.