Please do not share, do not publish yet. Wip editing along development and optimization. 

Car Art;

           >Use shader called DashboardElementShader
           >Set Ambiant Color to Black
           >Set Emissive Color from Black to White to get more or less emissive properties

            

                They will be used to lower the white output and the global color saturation :

                 Here is the skin before using the two fx layers :

             

                Here is the skin with the fx layers set up :

             

               Settings :

             

               Here is a preview of the skin ingame :

              



Track Art;






Light=NightLight01
{
Type=Omni Pos=(15.029381, 9.138912, -406.351288) Range=(0.000000, 40.000000) Active=True Intensity=(4.500000) Color=(255, 238, 193)
}

Instance=NightLight01Glow
{
MeshFile=YOURGLOWMESHNAME.gmt CollTarget=False HATTarget=False
}


ART & SHADER CALIBRATION SCENE (picture);




Basic 3DsMax scene for Track Lights;





---------------------------------- DO NOT PUBLIC UNDERNEATH INFORMATION-----------------------------------------------


PostFX preset camera assignation (valid for both Cars Cams and Track Cams, other than Global);

We have five (5) main PostFX presets, automatically assigned to the different cams. This allow us to render, tweak and/or exclude, specific effects for every set of cameras.


  1. Preset 0; That is used by the Viewer Editor and the generic garage camera. Basic setup with Auto Exposure, no DOF, no MB and Glare N°1. Standard set of Color Correction. White Balanced.
  2. Preset 1; That is used by the camera car. Conservative setup with Auto Exposure. Glare and Godrays affecting Auto Exposure to avoid going totally blind when facing the sun. no DOF, no MB and Glare N°1. Light Shaft/God Rays for the sun. Standard set of Color Correction. 
  3. Preset 2; That is used by Static cams in the circuit. Slower AutoExposure with tighter range (no cockpit). Target Distance based DoF. Fixed fStop, AE priority. Glare N°2 (custom). Video Sensor, 11mmx11mm sized. Light Shafts/God Rays for the sun. Slight desaturated setup. Colder White Balance.
  4. Preset 3; That is used by Track cams (side cams). Slower AutoExposure with tighter range (no cockpit). Target Distance based DoF. Fixed fStop, AE priority. Glare N°2 (custom). Video Sensor, 11mmx11mm sized. Light Shafts/God Rays for the sun. Slight desaturated setup. Colder White Balance
  5. Preset 4; That is used for the Swingman cam. Similar setup as Camera car, less conservative. Target on actual car. Target distance based DOF. Glare N°3 (custom). Camera Sensor, more highspeed alike, average 22x22mm sized. Slight oversaturated. Cold (7100 K)
  6. Preset 5; Custom for car cam
  7. Preset 6; Custom for track cams
  8. Preset 7; Reflex Mode / Photo Mode


Tools and plugins;

https://software.intel.com/en-us/articles/intel-texture-works-plugin

Technical Documentation (suggested read for all artists)

https://www.gamedev.net/resources/_/technical/graphics-programming-and-theory/gpu-performance-for-game-artists-r4632
http://www.nvidia.com/object/real-time-normal-map-dxt-compression.html