@flyingsaucer
Just in case my previous comments on the rear lights were obtuse, I'll add some info if it's of any help being that lights are newly scratch made - this is none but to help you improve them if you find any of these points of criticism fair:
- Before moving to the next points, please re-check if the real lights are wired differently. The outer circle could be just a completely opaque reflector (instead of a brake light) without any wiring behind it (common in 60s cars), with brakes working as just the rear light going stronger. Clip with opaque reflector close-up
link1, works rsc #25 braking
link2. On modern and usually very accurate s800 representations, as in GTS, the upper lamp is also used for braking
link3. Please disregard this comment if the mod as presently depicted uses a modified works car as reference that doesn't match the museum #25.
- When I referred to an inadequate nm and lack of opacity, it was not just as a csp glass maskpass/thickness mult or equivalent properties concerning refraction (I'm far from versed on these), but also to the inner profile of the rear lights shapes with varying thickness not present on the nm which gives a less translucent look to these lights IRL, as csp refractions greatly depend on them for realistic looks.
Atm, you are using a nm that looks like
this, just as a grid with flat squared see-through shapes in between it.
If you check the real lights, the grid shapes seem to be the thicker part of them while inside the squares there's a concave shape with varying thickness to help diffuse light, which should be nm'd to represent it. Please check clip link1 above, other yt clip close ups as
img, or better, in GTS how they solved them via nm
img1 img2 img3 (this is from the previous
clip), hopefully showing those curves in more detail than possible IRL on aged plastics. The presence of these should drastically affect how clearly you see the lamps behind them, so you don't end with a flat piece of translucent glass.
Edit: These references might help confirm the square sizes, as they seem to fit one extra square in the narrower section between the reflector and reverse.
- Mapping/area: on real lights it looks like that these shapes should only be seen on the rear facing surface, and just a bit past the curved border (their inner depth). Atm the mapping is distorting them to wrap around the whole light (
img). This could be an issue if you update the nm to a more detailed one (filling the squares), so not only the criss cross stretches in thin lines, but then you can get wide stripes in different tones.
- Regarding light diffusion on the casing:
if not possible to tweak it via refraction params without blowing lamps, one solution would be to include a baked emissive (for bounced light), so the light spreads more uniformly near the reflector (see works car braking:
img). If brake positions end up changed, this could contribute to make them more visible ingame while racing during day, or for a better look at night. In all fairness, except for when braking, the irl rear lights can look pretty dim and concentrated on the lamp during day (
clip).
- OT: Could the large dash light on the racing car have been repurposed as low fuel pressure warning instead of a parking light? (
clip)
Best regards
PS: imgur seems dead atm, if it doesn't go back online in a few hours I'll rehost/replace the broken img links. Sorry for the inconvenience.
Update: Moved img links to postimg.cc
PS2: The feedback above was left at open in this thread so anyone else can correct it, refute it or (hopefully) advice better practices. My hands-on experience with refractions is nill for proper guidance.