![]() Instead of using a spec, gloss, and environment map to create the spec maps for a material, you simply decide if the material is metallic, and then decide how smooth the surface of the material is. Physical Based Rendering uses shader and lighting models to accurately create materials that reflect their real world counterparts. Our sim uses Physical Based Rendering (PBR). This should allow you to create all kinds of materials, from matte to chrome and everything in between! ![]() By altering individual pixels in a specific way, you can tell the sim if the pixel is metallic or nonmetallic, if the pixel is smooth or rough, or if It should be lit by our lighting engine or not. A spec map is a tga that tells the sim what properties the underlying materials on the custom paint tga are made of. Our rendering engine now supports custom spec maps that can be used with custom paints. World of Outlaws ButtKicker Late Model Series.World of Outlaws CARQUEST Auto Parts Sprint Car Series.Force Dynamics Dallara iRacing Grand Prix Championship.Keyboard Shortcuts: Replay / Camera Controls.
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