Reflections on the glasses and wheels

Hello! I Need help. My first conversion to Racer 090, I need make correct reflection on the glasses and wheels
http://yadi.sk/d/fQEBGHuY3j9Hw
1.jpg
2.jpg
 
Reference a car like the Gallardo which I just updated, which might give you some clues to good texture and shader values.

Dave
Thank you. what am I doing wrong?

Code:
vf_glass
{
  cast_shadow=0
  vertex_shader
  {
    file=dyn_standard_reflect_window_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_transparency_window_f.cg
    ;file=dyn_standard_reflect_window_f.cg
  }
}


Code:
shader_windows~vf_glass
{
  sort_offset=2
  reflect=1
  shininess=16
  specular=0 0 0 0
  fresnel
  {
    bias=0.04
    scale=0.96
    power=4.5
  }
  layer0
  {
    map=windows.tga
    blendfunc=one src_alpha
  }
layer1
  {
    map=$trackenvmap
  }
}
3.jpg
 
hmm...not realy sure where your problem is...use the right material name and it works well...

...try

Code:
vidros

instead of windows...

for me it was a 3 min. job...if i'm not sure about material names i load the model in to racer modeler.exe and hit the "Make template shader" button...and voi la...

...oh and this is the shader i use, i'm sure not the best, but...

Code:
vf_reflect
{
  vertex_shader
  {
    file=dyn_standard_reflect_v.cg
    ;file=dyn_standard_reflect_v.cg
  }
  fragment_shader
  {
    file=dyn_standard_reflect_f.cg
    ;file=dyn_standard_reflect_f.cg
  }
}

and

Code:
shader_vidros~vf_reflect
{
  cull=none
  sort_offset=1
  reflect=0.4
  diffuse=1.0 1.0 1.0
  ambient=1.0 1.0 1.0
  cast_shadow=1
  layer0
  {
    map=windows.tga
    shininess=20
    blendfunc=blend
    specular=0.0 0.0 0.0 1.0
    depthwrite=0
  }
  layer1
  {
    map=$trackenvmap
    depthwrite=0
  }
}

...have fun...
 

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