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Table of Contents

Table of Contents
maxLevel3
excludeTable of Contents

Introduction

Goal of this guide is to help the artists in the process of implementing Rain Effects for Tracks, from the art creation to the shader settings.

Requirements

Software

  • 3Ds Max 2012 with rFactor 2 latest Plugins  and Shaders
  • Photoshop CC 2018
  • Latest nVidia DDS Plugins, 64bit

Hardware

  • A Wacom Tablet and Pen
  • A PC/MAC with at least 8GB of RAM

Assets

  • Roads and Kerbs Puddle Maps needs to be mapped on UV 5
  • UVW template of the UV5 @ 16K Resolution (16384*16384)

Final Puddle Map downsampled to 8K (or 4K for a very small track course)

A brief introduction to the rain effects

What is affecting the Road and Kerbs wet/dampness reflections?

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  • An algorithm does take into account the rain severity and the sun occlusion, and that factor does translate into the dampness and puddles formation speed and depth.
  • The puddles will be filled with water while raining, and they will dry out when it does stop raning. This is again happening dynamically, along the passing time.
  • When the rain stops, driving along the course will generate a dry line, depending on how many cars are lapping in the course, this process may be more or less quick.

Step 1 - Setting Real Road and Real Kerb Shaders

1.1 - The Real Road Shader composition

STAGEDescriptionChannel
1Road Diffuse Map (Spec/Wet Map in the Alpha channel)1
2Detail Map2
3Normal Map1 or 2
4RaceGroove Map3
5Specular Map (Puddle Map in the Alpha Channel)2
6Marble Map2
7Dummy Reflection (A dummy texture, which exist in the MAPs folder)3
8Rain Puddle Map (Specular Map with Puddle Map here)5


1.2- The Real Road Shader Settings

It's Important to respect these settings as much as possible, to achieve constancy between contents/art, and more important, to give the Shader and RainFX code the numbers that they are expecting, and produce the wanted output. Using different values/settings, might produce unexpected results and also introduce performance issues.

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  • Live Mapper: Checked
  • Fresnel Reflection Min: 0.1 (Do Not Use Different)
  • Fresnel Reflection Max: 0.9 (Do Not Use Different)
  • Fresnel Reflection EXP: 5.0 (Do Not Use Different)

1.5 - The Real Kerb Shader composition

STAGEDescriptionChannel
1Kerb Diffuse Map (Wet Map in the Alpha channel)1
2Detail Map (typically a Blank white map)2
3Normal Map1
4RaceGroove Map3
5Specular Map (Puddle Map in the Alpha Channel)2 (copy of Ch1)
6Marble Map2
7Dummy Reflection (A dummy texture, which exist in the MAPs folder)3
8Rain Puddle Map (Specular Map with Puddle Map here)5

...

  • Live Mapper: Checked
  • Fresnel Reflection Min: 0.1 (Do Not Use Different)
  • Fresnel Reflection Max: 0.9 (Do Not Use Different)
  • Fresnel Reflection EXP: 5.0 (Do Not Use Different)


Step 2 - Mapping for Rain Puddles

Mapping for the Rain puddles is pretty simple and straight. The important task here is to be 100% sure you are mapping all the Real Road and Real Kerb mesh, at the same time, so that you get a single mapping for all of them.

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We now have the two reference maps, so we can exit 3Ds Max and launch Photoshop CC

Step 3 - Creating the PuddleMap in Photoshop

I know that at this point you probably have a question; why working with a 16384px*16384px huge photoshop file, if the final texture will be 8192*8192px?

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Congratulation! Your Puddle Map is done! 

ADDENDUM - New parameters to control Planar Reflections

As part of the improvements we did for the RainFX and Road/Kerb shaders, we also unlocked more controls for the planar reflections, to make them looking better, reducing clipping.

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