rFactor 2 - DX11 – CAR SKINS AND SHADERS – Part 1 SKIN CREATION


Materials You Need To Receive From The Car Modelers

Software Requirements;

Source File Requirements;

Destination File Requirements;

Collect the data for the task;

Usually a great skin starts from a good image/data gathering

Maintain a stable pixel/texel ratio;

Another secret for a good skin is to maintain a stable pixel resolution between various elements

Work with Layers and Groups;

Always good to produce well organized PSD files. This helps any future usage and does improve any debug/update process.

Always prefer Layer Masks to the Eraser Tool;

Always good to work nondestructive as much as possible. This helps any future modification and does improve debug/update process.

How to manage the Ambient Occlusion layer;

Current shader model does still require for an AO map (our car art team will be providing that map), baked into the diffuse map

Always use extra padding around your islands for MIP maps;

Good and stable Mip Maps are requiring padding

Check your Skin elements are all Albedo compliant;

The graphic engine and tonemapper, does require colors to be Albedo compliant to stay in the correct and available range

Create the reflection map;

Our car shader is requiring for a reflection map, which is defining how much the different bits are reflecting the cubmap/environment

Create the specular map;

Our car shader is requiring for a global specular map, which is defining how much sun reflection the car body has

rFactor 2 - DX11 – CAR SKINS AND SHADERS – Part 2 BODY SHADER


Basic Terminology & practices;


1a; Not ideal Reflection Map; the AO/Shading bits are not a good idea in the reflection map as well as the black background. Also the main reflection pixel color is too dark for the goal.


1b; A correct Reflection Map; the brighter pixels are for the hi gloss parts, the darker for the vinyl stickers and the carbon bits.



2; Various Light Components in a Rendering Engine



The Car Shader basics – Concepts & Ranges for Spec/Ref/Fresnels