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Thread: SimRacingPL Shader Pack - discussion

  1. #61
    Registered xoa's Avatar
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    Just a short question: How can I reduce that white or lets say bright textures look too shiny? Somtimes I even can't see the painting on the texture. The shader looks good on normal and dark colors (red, blue, black etc) but white etc. are too shiny. How can I fix that?

  2. #62
    Registered MaXyM's Avatar
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    Less specular? Or if you are not using specular texture, use it because without it, shader uses empty while texture for that.

  3. #63
    Registered xoa's Avatar
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    Hm, take a look at this screenshot. The blue looks "good" in my opinion, but the white is way too shiny:
    I've tried using the Specmap of the car but than it looks worse. For the blank_specular I changed the color to gray, that already helped a bit.



    This are my settings:

  4. #64
    Registered MaXyM's Avatar
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    blank specular is 100% white. Usually it is not best choice.
    Due to local lighting (showroom) source light may be to high
    A can also see very high Fresnel scale comparing to base. It may play a part in the result.

    But I bet KSzczech will give you more precise answers
    Last edited by MaXyM; 02-06-12 at 09:20 AM.

  5. #65
    Registered taufikp's Avatar
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    This mod is superb. rFactor 1 now is looking beautiful with it. If only rFactor 2 looks as good as this!

  6. #66
    Registered K Szczech's Avatar
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    ISI had locked coreshaders.mas for now - they still have some work to do themselves.

    When they unlock it, they will unleash hell...
    SRPL Shader Pack v0.92 is now available for modders: announcements / discussion
    "Be kind whenever possible. It's always possible." - Dalai Lama

  7. #67
    Registered taufikp's Avatar
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    Unleashing hell indeed!

    Now, pardon me for asking this question, but I really want to be sure: can an end user just drop this mod into the correct directory and then the visual effects will turn up inside the game right away? Or is this a developer tool only?

  8. #68
    Registered K Szczech's Avatar
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    It's a bit like DirectX - users can install the latest version, but it's up to a game developers to use it or not.

    So you can install shader pack and you will see no difference untill you install a mod that takes advantage of it.
    SRPL Shader Pack v0.92 is now available for modders: announcements / discussion
    "Be kind whenever possible. It's always possible." - Dalai Lama

  9. #69
    Registered shum94's Avatar
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    Good work good work. Can't wait to see this talent in rF2

  10. #70
    Registered feels3's Avatar
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    Yeah. Me too

  11. #71
    Registered taufikp's Avatar
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    Quote Originally Posted by K Szczech View Post
    It's a bit like DirectX - users can install the latest version, but it's up to a game developers to use it or not.

    So you can install shader pack and you will see no difference untill you install a mod that takes advantage of it.
    Thanks! I think it's time for me to check rfactorcentral.com regularly once again. Or do you, by any chance, know mods that have been released with this shader pack?

    Thanks again for bringing fresh air into rFactor1 arena!

  12. #72
    Registered xoa's Avatar
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    RF1 looks so good with these shaders!!!!

    Take a look, first pic without these shaders, second one with:


  13. #73
    Registered K Szczech's Avatar
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    And now the rims... One of the blurry cubemaps I provided will serve well there

    Feel free to post screenshots here.
    SRPL Shader Pack v0.92 is now available for modders: announcements / discussion
    "Be kind whenever possible. It's always possible." - Dalai Lama

  14. #74
    New Member Riptor's Avatar
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    K Szczech,

    Just wanted to say THANKS for the shaders and tools. This has helped very much in my personal project I am working on. Today I just got the dynamic sky installed on my track and it's definitely taken the project to another level! I am very excited about this!

  15. #75
    Registered xoa's Avatar
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    Thanks for the new pack. Really great work.
    I've noticed that I get now a bit stronger specular-effect around the sun. Sometime the front-light glass looks like it would be chrome. I'm using the latest 0.91a shader pack.

  16. #76
    Newer Member Miguel.V's Avatar
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    Thanks for the new pack! Great work!.

    I have a problem with the SRPL SHADERS, can you help me please?

    The problem is: the nose is very white. how I can lower the intensity of white?

    Click image for larger version. 

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    This is my parameters, i copy from XOA, thanks!

    Click image for larger version. 

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    Sorry for my english.

    Thanks for the help!

  17. #77
    Newer Member Miguel.V's Avatar
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    Click image for larger version. 

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  18. #78
    Registered K Szczech's Avatar
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    You're using a lot of fresnel scale, which causes surface reflectivity to reach maximum value pretty quickly.
    Additionally you can increase specular power to make reflections more focused.

    And most importantly - check out the manual - reflection settings are explained there It's always best to work with your own settings, than copy someone else's. Simply because you will have better understanding of your own settings.
    SRPL Shader Pack v0.92 is now available for modders: announcements / discussion
    "Be kind whenever possible. It's always possible." - Dalai Lama

  19. #79
    Newer Member Miguel.V's Avatar
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    Thank you for your explanation, I've cleared now i do I work to fix it, thank you very much.

  20. #80
    Registered xoa's Avatar
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    With these shaders there is so much potential even in RF1! Take a look at my latest unedited screenshots:


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