TeamHavocRacing wrote:Windows control panel and device or keyboard settings or some shit. That should help.
Thank you for this. Always wondered how people got the buttery smooth slow mo shots.
TeamHavocRacing wrote:Windows control panel and device or keyboard settings or some shit. That should help.
I guess I mean outside of that. Like whenever you start introducing norms to the dirt decals, it seems to hide the shading that is being created by the game.jlv wrote:You can already do that by turning down the ambient. If you turn it down too much it looks like you're on the moon.
I think the opposite is true. Normals make small depressions easier to see. Here's an example. There's a very subtle 6 inch deep, 4 foot radius depression going up both the left and right sides. The right side stands out more to my eyes. The left side with the decals deleted is almost invisible.aeffertz wrote:I guess I mean outside of that. Like whenever you start introducing norms to the dirt decals, it seems to hide the shading that is being created by the game.
I am going to have to disagree jlv.jlv wrote:I think the opposite is true. Normals make small depressions easier to see. Here's an example. There's a very subtle 6 inch deep, 4 foot radius depression going up both the left and right sides. The right side stands out more to my eyes. The left side with the decals deleted is almost invisible.
I've seen with anything (normal map or just decal in general or even shadows or shading) that has contrast it makes bumps/ruts/erode harder to see. The more contrast the worse off it is.jlv wrote:I disagree with your disagreement. If you crop the top off of that image the normal map side still shows the depression better. It could be the normal map you were using had too much high amplitude noise in it. If the normal map has huge angles in it will overwhelm the base shading, but that's a problem with the normal map. The shader is just doing what you asked it to do. A realistic map won't do that.
It would be sweet if you could help show Race and the guys what you've found that works for sure.jlv wrote:If you want to make slight shading variations more visible you definitely don't want to camouflage it with large variations in brightness coming from either the texture or the normal map. I'd guess that the maximum visibility would be with a fairly low contrast texture and a normal map that's mostly smooth with some fine texture in it. A bit of bumpiness in the normal map will make it pick up some shading in situations where the angles would make it look flat otherwise. If I can find some time I'll try to make some test cases for it.