Sorry to say, but nothing much for rain happened in the last few days. I was mainly fixing bugs and then decided to spend a few hours to work on the few tweaks for chat app, and, well, got carried away with ideas and a bit of dealing with imgui (w...
2020-05-16 23:15:23 +0000 UTC
View Post
First of all, good news! Jackson Papageorge (aka mclarenf1papa) is working on physics, and we found a good way to pass puddles from GPU to CPU side. So hopefully that part will be on point.
Puddles generation has been reworked, to incr...
2020-05-02 02:04:30 +0000 UTC
View Post
Hello, and, as usual, thank you for your great support! Here is another update on the progress:
• Found a way to distribute puddles based on track’s physics mesh. Would need more work, possibly for alternative methods for certain tracks ...
2020-04-17 01:04:52 +0000 UTC
View Post
Going to release it tomorrow unless there are some horrible bugs. Not a lot of changes, mainly just fixes. Trees receiving shadows are now optional and disabled by default, that should help with flicker (and I also tried to fix and improve shadow ...
2020-04-05 01:56:28 +0000 UTC
View Post
First experiments with puddle maps. Just a repeated texture all over the place for now, to set transition and materials. And, of course, puddles shouldn’t look like that, it’s temporary. :)
Also, found a way to improve wipers trace...
2020-04-01 02:14:24 +0000 UTC
View Post
It took longer than expected with those updates for Content Manager, sorry about that. But I’m still working on rain! Here you can see another idea in action.
Previously, I was using something based on approach described 2020-03-28 23:24:16 +0000 UTC
View Post
I finally managed to understand a bit more about PBR shading, and realized what there was before had a few major mistakes to it. Plus, in general, PBR works best with nicely prepared detail textures (roughness/gloss, AO, metalness, all that). So t...
2020-03-04 23:21:27 +0000 UTC
View Post
Finally made first steps working on long promised rain. Unfortunately, as you can see, it doesn’t look all that good and yet already takes quite a lot of FPS (going from 65 to 55 FPS on my 1060 6GB in FullHD). I’m not quite sure why, and reall...
2020-02-26 16:58:21 +0000 UTC
View Post
Not a lot of screenshots here, that part shows itself better in motion. Not even sure if video could capture it well either.
I reworked Smart Shadows part, adding an option for custom shadow matrices. They should be more stable, so shadows w...
2020-02-19 01:20:11 +0000 UTC
View Post
With 0.1.43, apart from various fixes (I would really want to prepare a new stable build right now), I added a small temporary thing. I had this idea for a long time, to see if any of those cool pursuits would work with more accurate physics. And ...
2020-02-13 20:25:56 +0000 UTC
View Post
Another thing I wanted to get familiar with before working on rain: multi-layer rendering. For colored glass to mask stuff behind it properly, it’s best to render it with multiply blending (turning white to red instead of dimming it and putting ...
2020-02-03 00:42:53 +0000 UTC
View Post
I’m very sorry for lack of updates and responses, as usual, got stuck with something. But I got some interesting news! I finally managed to make something out of that mess of a grass, by switching back to textures and combining that approach wit...
2020-01-16 02:56:16 +0000 UTC
View Post
Weather FX update turns out to be quite big, with new and new options being added. New clouds still look pretty sad, but I think they’re improving, although there is still a lot of work to do with shape and materials. Also, now sun is properly b...
2020-01-08 23:14:08 +0000 UTC
View Post
Happy New Year and thank you for all the support!
In the last few days, I started working on a default Weather FX implementation to be a bit faster alternative to Sol (which is, of course, absolutely amazing, but I think for slower PCs it mi...
2019-12-31 16:50:46 +0000 UTC
View Post
Just released a new version with a lot of fixes, and added a small surprise for a day, hopefully it’s not annoying and working. It’s more active at nights and should foll...
2019-12-25 03:15:58 +0000 UTC
View Post
Added a few new features for tracks, like animated objects or particle emitters. Tried to make the whole thing flexible (so, for example, it’s not a train in config, but an object moving along a certain mesh with a few other objects following, a...
2019-12-17 16:39:04 +0000 UTC
View Post
What’s really neat about geometrical grass is that its shading might be much more detailed. Sure billboards could have some sort of normal map, but at their core it still looked like a billboard. Notice how now grass casts shadows on grass and i...
2019-11-18 02:52:14 +0000 UTC
View Post
As I mentioned a few times before, I really dislike the way new grass looks. Way too high by default, and when it’s set to be short, it just looks horrible. So here is an attempt #2: this time without any textures. Instead, each grass blade is a...
2019-11-12 22:02:42 +0000 UTC
View Post
Had a bit of fun experimenting with tracing rays in a special shader, and I have to say, results look better than I expected! Quite noisy without TAA or post-processing AA though. And I used to struggle a lot trying to find a way to make headlight...
2019-11-08 15:31:47 +0000 UTC
View Post
(Please, don’t share this video, as it’s very WIP.)
Here is a bit of a preview of another update coming soon-ish (cursor will be shown as well, of course, forgot to turn it on during recording). Based on IMGUI, new UI will properly suppo...
2019-10-26 21:33:48 +0000 UTC
View Post
Going to publish an update very soon, thank you so much for your support! Very sorry it took, I started rewriting some code a bit and it ended up with removing huge chunk of old codebase and replacing it with newer faster approach.
2019-10-26 21:19:11 +0000 UTC
View Post
Deformation is working! Both wheels and car body (actual collider mesh) now deform grass. Based on distance towards ground, so jumping cars won’t bend anything (never mind grass going through ramp, it’s to show it’s not bend; for actual trac...
2019-09-01 16:09:09 +0000 UTC
View Post
Procedural grass! Got it working, thanks to GRID devs for all those great ideas. At its core, similar to smoke, same bunch of particles generated on GPU side, although here, it’s being regenerated each frame. Still some work to do, but in ...
2019-08-30 12:45:08 +0000 UTC
View Post
A few shaders (for now, ksPerPixel, ksPerPixelAT, ksPerPixelNM, ksMultilayer and ksMultilayer_fresnel_nm) got an option to get rid of distant clipping, set in track config. The idea is to “squish” geometry alongside view direction in suc...
2019-08-22 05:57:35 +0000 UTC
View Post
It’s a very early preview which might not end up anywhere (so please don’t share it for now), but I got another idea on how to deal with lights in tunnels: patch can use dynamic ambient values to estimate brightness around the camera and...
2019-08-18 02:55:56 +0000 UTC
View Post
Do you have that one well made mod which however doesn’t have AO baked into it, and UV mapping is not good enough for a quick fix? Or maybe some Kunos car bothers you a bit with its flat look? Great news! Turned out that bakery using NVIDIA’s ...
2019-08-10 20:42:20 +0000 UTC
View Post
I have to say, I quite liked the way fog looks now with distant emissives (more about it), only thing that was upsetting was the headlights not lighting up any fog arou...
2019-07-19 01:59:18 +0000 UTC
View Post
First of all, sorry for another delay, update is coming soon. It’s just that I wanted to tweak distant emissives a bit so they would work better, current version looks way too sad, and it took a bit longer than I originally planned.
...
2019-07-19 01:32:50 +0000 UTC
View Post
It works quite smoothly, as long as it’s per-vertex rather than per-pixel. But I think this is even better, as it looks smoother, and with new system, particles don’t grow too big.
Now I got some good references, so behavior of particles...
2019-06-16 17:43:49 +0000 UTC
View Post