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#15392
00:00 - Firstly lets take a look at rain being applied to the track - we'd need this if the track is dry but it rained before the event started or if its already raining, we'd want to show that it didn't start raining that second, in fact its been raining a while. We adjust the level from 0 and start adding water to the track surface.
00:10 - You can see that very quickly water and puddling appears on the edges of the track and some crosses the track itself. At 00:16 we've applied the maximum amount of weathered in rain available.
00:28 - All of the water has been removed again. We now add back 48% rain level ready to show stochastic bumps.
00:35 - Here I'm changing the random seed used by the setup, you can quickly see that the same 48% level with different random seeds can create vastly different looking water on the track surface.
00:50 - After a few random seed changes, we remove the water levels again.
00:58 - We move onto the wetness levels - this affects both the driven area of the track and the offline areas but the offline areas get wetter more quickly. As we apply a small amount of wetness the offline areas quickly darken up but leave the driven areas almost dry.
01:11 - As we increase the wetness levels even the driven line is starting to darken more. This is to simulate that the track is wet but has had some activity from vehicles to help dry the surface.
01:13 - We continue to increase wetness levels to maximum and even the driving line eventually turns fully dark simulating that it's rained recently but has yet to start drying offline or on the driven line.
01:22 - We can very quickly spin around and change the level of wetness and see its affect instantly. I then do a fly over of the track in its semi-wet state.
01:48 - At another location on the track I remove some more wetness.
02:02 - Now we are showing combining wetness with water/rain levels so not only has it rained, but its began to puddle at some points of the track.
02:21 - I've added 34% rain, 10% driven line wetness and then do a fly over on the track. At this point the simulation is running again and where the areas of water are, the track darkens much more even though they are on the driven line.
02:50 - We remove some of the rain levels and just fly about with 2% rain. Wetness is then increased.
03:28 - Changing the random seed again so that the location of the water changes.
03:38 - Now we look at rubbering in - this is a generic layer laid down and which we are able to lay just a small or large layer onto the track. We quickly add the most rubber available from the weathering in and fly around. This level of rubber will still be added to if cars brake anywhere on the track. It's specifically for the start state. At 100% there is rubber on almost all of the driven line (as if there's been a 24 hour event with no rain so its continued to build and build) but in the braking and turning zones there is significantly more laid down.
04:26 - We reduce the rubbering in levels to 24% - akin to a qualifying event having been held before the main race, we have some rubber laid down and we only really see it in the braking/turning zones now.
05:07 - Onto the dirt and loose material level which spreads dirt and dust as well as gravel, mud and sand onto the track offline. Dirt will be found all over the track whereas gravel, mud and sand are only found either side of a track if there's loose material nearby simulating that it's been dragged onto the track from previous incidents.
05:22 - At 100% dirt it looks quite extreme but it actually only layers on about 25% dirt which can very easily get cleaned when a car drives off the main line. Of course that will dirty up the vehicles tyres.
05:43 - Reducing the dirt level down and up again to show the ever changing layer of dirt off the main driven line.
06:10 - Finally snow because we all know Winter is Coming.
06:15 - We add just 2% snow/ice and you can see its only seen on the very outer edges of the track near the barriers. As we increase the level of snow, it starts to encroach on the track itself and gets deeper and deeper on the outer edges until at 100% snow and ice is seen over the whole surface but we still have the driven line with slightly reduced levels. We then do a fly by to see the snow across the track. you'll notice we get some deeper levels near the track as it collects on rougher areas like the rumble strips. You'll also notice we map the line to all lines so we even get snow coming into and out of the pits.
07:03 - We reduce the amount of snow back to 86% so we can see the driven line clearing and then finally back to 0%.