5 years on and we're still waiting for a reply from the devsJust to be sure, additional sound sources do not work for racetracks, right?
For example adding a source for a speaker or ocean waves...
I tried and I tried.....
5 years on and we're still waiting for a reply from the devsJust to be sure, additional sound sources do not work for racetracks, right?
For example adding a source for a speaker or ocean waves...
If that works it would be cool as it could save some Mb in textures (on my AX mod pretty much every car has a different car colour, 50 cars = 50 extra at least)
I don't quite understand your question. Could you screenshot both material settings?I have a question about rim blur; I have the rim set up like this:
View attachment 369913
Where the txDiffuse is the AO map and txDetail is the colour of the rim (4x4 pixel image)
For the blur, there's a txDiffuse and a txDetail, can I put the blur on the txDiffuse AO map and use the same (4x4 pixel) colour of the rim in txDetail?
I don't quite understand your question. Could you screenshot both material settings?
Here's how I have it on my Lotus. Just a very simple shader for the blur
View attachment 370064View attachment 370065
I don't think you can, as you need to use the alpha layer to make it blurry transparentWell, I have an AO map (just white and black with an alpha layer) and a diffuse map with the colour in it. Can I use the combination of these for the rim blur, that's my question. Else I'll have to put the colour in the rim blur too, making colourable rims a bit harder. Of course that's not a huge problem, but it would be nice to have colourable rims (with rim blur).
Well, I have an AO map (just white and black with an alpha layer) and a diffuse map with the colour in it. Can I use the combination of these for the rim blur, that's my question. Else I'll have to put the colour in the rim blur too, making colourable rims a bit harder. Of course that's not a huge problem, but it would be nice to have colourable rims (with rim blur).
I don't think you can, as you need to use the alpha layer to make it blurry transparent
I didn't use a detail texture on my rims at all. And I combined blur and non.blur into on UV map
View attachment 370080
Yup thats the best wayI believe there are some shaders that use the alpha of the normal map for transparency. Might be an option here?
I believe there are some shaders that use the alpha of the normal map for transparency. Might be an option here?
Yup thats the best way
Something like this:Could you guys tell me what shaders and how the materials should be set up? I can't seem to find it anywhere really.
Actually, since the later versions of the shader patch, we have the ability to create soundbanks for tracks and create sound sources, either by specifying a XYZ location or biding them to empties/dummies. See the Road America config entries I created and the soundbank and GUID for examples.Just to be sure, additional sound sources do not work for racetracks, right?
For example adding a source for a speaker or ocean waves...
Thats just for the actual blurred spokes - the blurred rim just uses an identical shader/textures/settings as the non-blur rim.
For completeness, here is the rim shader settings I used for that particular example:
YepAnd the NM contains the alpha layer for transparency?
Actually, since the later versions of the shader patch, we have the ability to create soundbanks for tracks and create sound sources, either by specifying a XYZ location or biding them to empties/dummies. See the Road America config entries I created and the soundbank and GUID for examples.
Also have a read here: https://assettocorsamods.net/threads/additional-track-sound-with-csp.2058/
Something like this:
View attachment 370086
Thats just for the actual blurred spokes - the blurred rim just uses an identical shader/textures/settings as the non-blur rim.
For completeness, here is the rim shader settings I used for that particular example:
View attachment 370088