Shader Problem

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RailX
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Shader Problem

Post by RailX »

hi

a simple question.........


what happened with the "trainlightmapwithdiffuse" shader?
in TSX mode it has no effect anymore.

if i turn the TSX mode off, then i can see the shadow map texture, but in TSX mode there is no effect anymore.
especially if i choose the weather mode "foggy". this looks really bad, because the shadowmap gives an object the needed depth.

did anyone noticed the same problem?

greetz

Rail-X
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iceman2117
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Re: Shader Problem

Post by iceman2117 »

hi, ...

@Rail-X
The answer you can give yourself quickly where one uses a render example.

1 = .. RenderToTextur texture (RTT / Light Tracer / SkyLight) with a diff shader.
2 = Trainlightmapwithdiffuse shaders with texture bitmap.
3 = Diffshader with bitmap texture.

The Trainlightmapwithdiffuse shader has little effect.
Only the shadow is a little darker tick.

This looks washed out RailWorks almost exactly like the MSTS.
Graphically, the TSX update a huge step backwards.
Rain drops and the little light there is in my opinion not really worth it.
Add to that the total uncertainty and the "defered rendering" of no real aliasing allowed.

Too bad.

g'ice

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RailX
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Re: Shader Problem

Post by RailX »

hi iceman


thanks for your demonstration.
your demonstration exactly confirms my supposition.
as you can see in TSX mode on, there is no more difference between example 2 and 3. "Texdiff", and the "TrainLightMapwithDiffuse" look exactly same :o
only in TSX mode off the shader "TrainLightMapwithDiffuse" has an effect.
and some creators like me are baking textures like crazy people, because i only accidentally stumbled over this problem. :x
i wonder that no one else realised this problem before, really strange.

now iceman, this means that you only can get the "TrainLightMapwithDiffuse" effect when you bake the shadow map directly into the main texture, right?
even then you don't have the same effect anymore.

uff railworks, always good for surprises :-?

thank you iceman! i was not blind......
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iceman2117
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Re: Shader Problem

Post by iceman2117 »

hi, ...

@Rail-X
Well, if this transition-shadow outline of the cube will have, you have to bake the texture itself. (RTT / LT)
I am referring to the self-shadowing of the blocks on the level throw.
The only one gets when one renders the texture Lightrendert.

But what is absolutely junk, because you can never render the texture and sharp enough to the flattening of the UVW's also still need to edit manually.
This is never as good as the render id2.
Thus, RSC has scored a beautiful goal, or they have a shader which they do not pass the common people.

The mere possibility of the shadows a little deeper into "TrainsLightmapdiffus"
satisfied in any way.

The result is frankly "scrap".
Hope we becomes a new Engine and sane Shaders.
Bad TSX :-?

g'ice



( translate german)
Nun, wenn man diesen Übergang -Umrissschatten des Würfels haben will, muss man die Textur selber backen.(RTT/LT)
Ich meine damit den Eigenschatten den der Quader auf die Ebene wirft.
Den bekommt man nur wenn man die Textur Lightrendert rendert.

Was aber absolut Schrott ist, da man die Textur nie scharf genug rendern kann und man das Abflachen der UVW's auch noch händisch bearbeiten muss.
Das wird nie so gut wie das ID 2 rendern.

Damit hat sich RSC ein schönes Eigentor geschossen, oder sie haben einen Shader den sie den gemeinen Volk nicht weitergeben.

Allein die Möglichkeit das der Schatten etwas intensiver mit "TrainsLightMapdiffus"
befriedigt auf keinster Weise.Esgeht kein eigener Schatten von aus.

Das Ergebnis ist ehrlich gesagt "Schrott".

Hoffe wir bekommen irgendwann eine neue Engine und damit vernueftige Shader.
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bigben5051
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Re: Shader Problem

Post by bigben5051 »

From Derek:
TrainLightBumpSpecMask
Use this shader on scenery objects that require normal maps, specular maps and ambient occlusion maps.
Ambient occlusion
In basic terms, when creating these assets, think of an ambient occlusion map as a shadow-map. Light areas of the map are unaffected and dark areas of the map represent the shadowy areas (under gutters or in crevices).
The Shader
Use this shader on foreground buildings. Group assets that are built specifically for use as a background object should not use this material.

Slot 1 is the diffuse texture
Slot 2 is the normal map (24bit) with specular map (8bit) in the alpha channel
Slot 3 is the Ambient Occlusion map.

Generally, make slot 1 and slot 2 share the same UV channel 1, and the Ambient Occlusion map have a second UV mapping channel 2. This allows for the same flexibility as when using the old shadow-map technique on the old legacy assets.
Example
Trackside Buildings
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RailX
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Re: Shader Problem

Post by RailX »

thank you very much for the information bigben5051!
didn't know that we have this new fantastic shader. :Fade-color



kind regards

Rail-X
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iceman2117
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Re: Shader Problem

Post by iceman2117 »

hi, ...

Thanks BIgben5051.

The Shader (TrainLightBumpSpecMask (Nr "4") looks me to bad.
The Plane Object under the Qube is to dark.
It pays not to be extracted for each object create a bump map.

The Best ist for me "Nr1"
1= RTT/LIGHTTracer/ID3 in a DiffShadermaterial.
Lights must bake in Textur.
So you have to bake the lighting into a texture.
Here you may have lost focus and has a lot of manual labor in the wrapper with the flattening of the UVW.

All unsatisfactory and inefficient.

g'ice

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Darpor
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Re: Shader Problem

Post by Darpor »

Can only guess that Derek has seen this thread, looks like he is having to explain everything again. You really should send more fig rolls to this guy for putting himself out.

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erikkr
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Re: Shader Problem

Post by erikkr »

great :)

and whats now the best shader to use on buildings that dont need bumpmapping ( for TSX ) ?
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iceman2117
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Re: Shader Problem

Post by iceman2117 »

hi, ...

@Dapor

...You really should send more fig rolls to this guy for putting himself out...
Now I can not really interpret the Translator. Whether this is meant to be good or evil?

It does not matter ..
Many thanks to you and above all to Sir Derek for the clear explanation.
That's very kind of him. He has helped us many times before.
I'll check it out safely with the shader.

Despite all that, I do not think too much of the TSX engine.
It's all become a blur thanks _Defered Render and TSX and bright blue.
And a little more work you have with the scenery objects thanks to the switch to a different shaders as well.

What the hell, you can not change it yourself anyway.
Sink or swim ...

g'ice
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