for the light shaderAyyy, once more, it's me. I searched and haven't found a good solution to my problem.
View attachment 358224
It's in heavy WIP, obviously. What would you recommend me to do to fix the shader issue there ? The exterior part of the headlight reflection ignore the rest of the car. (There is some plastic behind the glass, it's really reflecting through some meshes there.)
Also I managed to get a somehow right feeling on the antenna wobbly bit, there is still a problem I can't get my head around but I'll probably create a thread dedicated to wobbly bits.
Thanks in advance.
for the light shader
well it's always been the case, the reflection showing outside even tho you are inside a car.
Now with shader patch, you could find some solutions in the extension options
but i can't tell you more cause i don't know much!
Just that Ilja added an environment reflection of the whole car, for example on the Caterham he added that, which works well on the chrome headlight showing the car
as for the shaking part check here, look for " Shaking Parts while driving "
How to MOD ! (Links & ref)
Hey there. In my Caterham (& modding) journey to Assetto, i keep going back to useful posts, sometimes savings links as shortcut to be sure to keep that valuable info on how to something in particular. Today i decided it would be nice to do a sticky note where we would edit this post in useful...www.racedepartment.com
you can't easily straight convert from CAD to polygon model, as it will mostly result in polygon models with ridiculous poly numbers (>1 million) that are impossible to UV map and use economicaly ingame. But it depends on the CAD tool you used.Hi all!
Complete noobie in the world of creating mods.
I am a member of a Formula Student team, and during this quarantine my goal is to create a mod of our car for Assetto Corsa. The physics are done, and now it´s time to create the 3D model.
We obviously have the CAD of the car in Solidworks... Has anyone exported a car model from Solid to Assetto? And what is the process? I can´t find any info online but I know other teams have done this with relative ease.
Best regards!
you can't easily straight convert from CAD to polygon model, as it will mostly result in polygon models with ridiculous poly numbers (>1 million) that are impossible to UV map and use economicaly ingame. But it depends on the CAD tool you used.
I had some good results with exporting from CATIA in wrl format, which imported into Blender resulted in a mix of plane and spline files which could be joined and had reasonable poly numbersView attachment 359974
(old project that never went anywhere. the selected mesh was straight from CATIA)
View attachment 359976
(this tho was a nightmare and pretty much impossible to work with. From a commissioned project. Never found out which tool it was exported from)
Your best bet would be importing it in some way to 3DSMax or Blender, and then use that imported model to make a new clean poly model of, by just using the imported one as a template
Yeah no issues with custom normals afaik.Does AC support custom normals? I have a number of them in my model to sharpen edges. They export into an FBX format, but does AC accept them?
Fantastic. Cheers mateYeah no issues with custom normals afaik.
I believe it's the "lod distance multiplier" that has the bug, turn that section off or set to 100%.Anyone know if there's a way to stop driver's heads disappearing when using Shader Patch, it seems to be a bug or a glitch in Shader Patch as it doesn't happen in standard AC but I wondered if anyone's found a workaround.
I believe it's the "lod distance multiplier" that has the bug, turn that section off or set to 100%.
Then please try to disable "limit some thing if there are a lot of cars" on the General page, and "Custom LODs impl" if it stil fails. On the Graphics Adjustments page, untick any "Force..." on LOD settings too, while leaving it at 100%.