Yeah that makes a lot of sense to do things like that.
I've read that mipping also causes some worries maybe, and it will do more so with TGA formats... but all in I think the added realism of doing things right will offset artefacts mostly.
Here are updates for the asphalt test track.
Obviously users will need the PBL shader from just above (or ideally below once it's fixed because currently it crashes)
Textures are flat normals rgb.
Diffuse rgb, and a reference UV chart in alpha.
Spec rgb and alpha are the same gradients are diffuse.
So it just runs from 0 > 255, in 9 jumps of 28, well the last jump is a bit more to get to 255 hehe...
So 10x10 balls from matte black rough balls to what should be smooth chrome at the other end I think!
Plenty of scope to play around with settings.
A perfect opportunity to export a cube map too, then we can have a play with using the output amount of the cube map to match the envmap... OK it might not be perfect vs proper cube maps, but we can make them generally ok for most track type stuff in Racer I'm sure. Ie, drop the res a bit blur them properly etc.
Also it gets the pesky envmap mie spot out of the envmap they will use too, so we can keep the mie sun spot for other stuff but keep it away from PBL materials
Dave
I've read that mipping also causes some worries maybe, and it will do more so with TGA formats... but all in I think the added realism of doing things right will offset artefacts mostly.
Here are updates for the asphalt test track.
Obviously users will need the PBL shader from just above (or ideally below once it's fixed because currently it crashes)
Textures are flat normals rgb.
Diffuse rgb, and a reference UV chart in alpha.
Spec rgb and alpha are the same gradients are diffuse.
So it just runs from 0 > 255, in 9 jumps of 28, well the last jump is a bit more to get to 255 hehe...
So 10x10 balls from matte black rough balls to what should be smooth chrome at the other end I think!
Plenty of scope to play around with settings.
A perfect opportunity to export a cube map too, then we can have a play with using the output amount of the cube map to match the envmap... OK it might not be perfect vs proper cube maps, but we can make them generally ok for most track type stuff in Racer I'm sure. Ie, drop the res a bit blur them properly etc.
Also it gets the pesky envmap mie spot out of the envmap they will use too, so we can keep the mie sun spot for other stuff but keep it away from PBL materials
Dave