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Tracks – RainFX

leBluem edited this page Aug 23, 2020 · 13 revisions
  • PUDDLES_MATERIALS are the key part for physics for generating puddles.
  • By default, all materials will get 35% darker when wet, but SOAKING_MATERIALS will get 70% darker (it adds 35% of darkening).
  • SMOOTH_MATERIALS are the ones which wouldn’t get darker at all and would get rain drops on top of them, such as bits of glass, cars, smooth clean metals and so on. If something is mentioned in both SMOOTH_… and SOAKING_…, it’d get rain drops, but would still get 35% darker.
  • ROUGH_MATERIALS won’t get any reflections and wouldn’t even get noticeably shinier, just darker as they get wet. Pretty much a requirement for any grass surfaces, because otherwise procedural grass wouldn’t be able to get nice reflections to match and with Extra FX especially whole thing looks pretty broken.
  • LINES_MATERIALS allow to mark paint lines on track surface. It wouldn’t have any visual effect, but it would affect physics a bit later (if I understood Jackson Papageorge correctly, that paint gets much slippier when wet).
  • LINES_FILTER_MATERIALS similar, but instead of just using whole thing as a surface paint mask, it would filter out only brighter areas, for tracks like Silverstone where track lines are not overlaying meshes, but instead a part of texture.
  • RELIEF_MATERIALS are broken at the moment, and I’m not sure if there would ever be a need to actually change it… The idea was to have more puddles in lower areas, for that, CSP uses track height map. That parameter specifies what goes into it, and by default it just uses everything. That means that around high buildings there could be more puddles, as area around would be percieved as a local minimum. I don’t know if that is similar to how it works IRL or not, but if not, well, parameter allows to exclude buildings quickly.
  • Just in case, for each of those, you can also use _MESHES version too.
[RAIN_FX]
PUDDLES_MATERIALS = some_material  ; wildcard "?" possible as usual
SOAKING_MATERIALS = ...
SMOOTH_MATERIALS = ...
ROUGH_MATERIALS = ...
LINES_MATERIALS = ...

; define edges or points from where rain should drip down...
STREAM_EDGE_... = -1207, 39, -1750, -1173.6, 39.5, -1750.2  ; x1,y1,z1 , x2,y2,z2
STREAM_POINT_... = -1232.69, 38.48, -1411.69                ; x,y,z

General Information

Car Physics

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Unrelated to Custom Shaders Patch

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