Jump to content


Photo

Shadowy Bunkers


Best Answer Kablammo11 , 13 October 2016 - 10:51 AM

Ah, yes, DPR, nice catch - could also be that jm did not set his normal texture to normal. You have to highlight it in the content folder and then, in the inspector, change it from default, which is Diffuse (or Albedo) to Normal. Only then it can it do it's work.

Go to the full post


  • Please log in to reply
9 replies to this topic

#1 johnmeyer

johnmeyer

    Advanced Member

  • Members
  • PipPipPip
  • 590 posts

Posted 13 October 2016 - 09:39 AM

When seeing the created bunkers there seems to be a lot of excessive shadowing in the bunkers, even if the elvations within them arent remotely steep.

 

Does the positioning of the main directional light need to set to a specific position, or is there a lightign setting to give a more "full" lighting as it just doesnt look quite right

 

Below are the terrain images (note the textures are just there as am overlay a unity only build of a course I did first)

 

So here is the basic terrain mesh - a catch bunker which current seems pretty flat, back lip is 16cm higher than the "bowl" of the bunker

 

You can see also if you look to the next catch bunker along ie to the right of the 1st one, how the shadowing gets even worse at times so theyre all very shadowed. 

 

H2B1baseterrain.jpg

 

H2B1Splinemesh.jpg

 

 

H2B1Full.jpg


OGT Simulator Tour Admin

 


#2 DoGgs

DoGgs

    Advanced Member

  • Members
  • PipPipPip
  • 2,688 posts
  • Locationcaerphilly

Posted 13 October 2016 - 10:39 AM

Have you built the course and checked in game? can't say i have experienced that before. does it look any different if you round the bunker off, nothing to do with the sharper angles you have with that bunker?


Qaaa8vE.jpg


#3 Kablammo11

Kablammo11

    Obscure Person

  • Members
  • PipPipPip
  • 3,953 posts

Posted 13 October 2016 - 10:45 AM

Could be that your normal map (if you have one in that layer) is set way too strong. Anything above 0.1 usually starts looking like that.

Anyway, the answer must be somewhere in the layers library, nothing to do with the lighting.


>>>>>>> Ka-Boom!





• Mulligan Municipal • Willow Heath • Pommeroy • Karen • Five Sisters • Xaxnax Borealis • Aroha • Prison Puttˆ

• The Upchuck   The Shogun  • Black Swan (•)

 

<<<<<


#4 DPRoberts

DPRoberts

    Advanced Member

  • Members
  • PipPipPip
  • 1,610 posts

Posted 13 October 2016 - 10:45 AM

Likely a layers library normal map issue. You will need to open the normal map file for your bunker in the inspector and make sure it is not a "Texture." K11 has a nice post about always inspecting your images if you seem to be having issues. Some images do not import as you would expect and others you may want to adjust for whatever reason. I honestly cannot see much difference with compressed textures on my monitor but most seem to like changing most to Truecolor. Mike has shown choosing Advanced for texture type and then picking the normal map setting under Import type. The other way is to simply choose normal map for texture type. You will have to decide whether you want to import from greyscale or uncheck that and dial down the bumpiness. If you are using the default library, I untick the import from greyscale button. http://www.perfectpa...rmal#entry88066



#5 Kablammo11

Kablammo11

    Obscure Person

  • Members
  • PipPipPip
  • 3,953 posts

Posted 13 October 2016 - 10:51 AM   Best Answer

Ah, yes, DPR, nice catch - could also be that jm did not set his normal texture to normal. You have to highlight it in the content folder and then, in the inspector, change it from default, which is Diffuse (or Albedo) to Normal. Only then it can it do it's work.


>>>>>>> Ka-Boom!





• Mulligan Municipal • Willow Heath • Pommeroy • Karen • Five Sisters • Xaxnax Borealis • Aroha • Prison Puttˆ

• The Upchuck   The Shogun  • Black Swan (•)

 

<<<<<


#6 johnmeyer

johnmeyer

    Advanced Member

  • Members
  • PipPipPip
  • 590 posts

Posted 13 October 2016 - 10:54 AM

These bunkers are all using the default layers library I believe, I will double check.

 

Ill check the angles, as it may well be that. I didnt sort of think they were that sharp but guess on looking again they are quite angular

 

Thanks guys. 


OGT Simulator Tour Admin

 


#7 DPRoberts

DPRoberts

    Advanced Member

  • Members
  • PipPipPip
  • 1,610 posts

Posted 13 October 2016 - 11:11 AM

These bunkers are all using the default layers library I believe, I will double check.

 

Ill check the angles, as it may well be that. I didnt sort of think they were that sharp but guess on looking again they are quite angular

 

Thanks guys. 

The file is in your perfect parallel library default folder and is named BunkerSandRake_NRM. Click that and view its Texture Type in the Inspector Tab and change as stated above is my guess.



#8 johnmeyer

johnmeyer

    Advanced Member

  • Members
  • PipPipPip
  • 590 posts

Posted 13 October 2016 - 11:42 AM

You guys certainly know your stuff :).. changed to normal and fixed

 

I was indeed using my custom library (which was just a copy of the default with an added gravel path layer) but for some reason it didnt have the normals set as normals

 

Brilliant stuff gents, very much appreciated


OGT Simulator Tour Admin

 


#9 Kablammo11

Kablammo11

    Obscure Person

  • Members
  • PipPipPip
  • 3,953 posts

Posted 13 October 2016 - 11:46 AM

yvw


>>>>>>> Ka-Boom!





• Mulligan Municipal • Willow Heath • Pommeroy • Karen • Five Sisters • Xaxnax Borealis • Aroha • Prison Puttˆ

• The Upchuck   The Shogun  • Black Swan (•)

 

<<<<<


#10 DPRoberts

DPRoberts

    Advanced Member

  • Members
  • PipPipPip
  • 1,610 posts

Posted 13 October 2016 - 12:23 PM

You guys certainly know your stuff :).. changed to normal and fixed

 

I was indeed using my custom library (which was just a copy of the default with an added gravel path layer) but for some reason it didnt have the normals set as normals

 

Brilliant stuff gents, very much appreciated

John, as an aside, I wanted to address your issue with the road throughout your course. I am offering a suggestion on what I would consider doing, feel free to ignore but I think it may simplify your process and improve the look a bit.

This is the look I would be after.

eHY6SeD.jpg

I achieved this with 2 changes to your process. I outlined the rough and fairway as separate splines on each side of where I want the path. I then brought the fairway spline points in very close proximity to the rough and added a few fairway points by double clicking a spline point to create a sharper angle at the ends. You can only achieve this effect by modifying the fairway mesh shape "Blend" and "Fringe" settings due to mesh creation interference reasons. I have noticed you have a custom layers library so you can achieve this. I am attaching my fairway settings for the effect. I then simply texture painted the path between the sets of fairway and rough. The path is not a spline. Problematic with some jaggies at the periphery when you exit the meshes but probably not seen at that point by most. The other option might be to use EasyRoads and raise the road above the CF meshes by a small value 0.1 but you may see Z fighting and I'm not sure if the ball rests on an EasyRoad mesh or will go below along with players feet.

I am holding SHIFT in this view to have the splines peripheral interference markers display. If the lines cross, your rough and fairway will crap on themselves and create messiness. Simply move points of fairway as close as you can to the rough without causing this issue. This can only be achieved because I have REDUCED the BLEND in the Layers Library. At default settings, unless the fairway and rough are far apart, they will crap on themselves. For the time being, I would not mirror my Fringe setting but leave that clicked off. I have added that to create a "faux" separation of the fairway and rough to give a mild appearance of height difference.

NFogz3W.jpg

My fairway LL settings

1Nl3gpW.jpg

NFogz3W.jpg


  • SReesor likes this




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users