2020 Chevrolet Corvette C8 Physics Update

Misc 2020 Chevrolet Corvette C8 Physics Update 1.5

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By all means! Let's have the best C8 possible in AC!

So I'll preface this with that I'm using CSP 0.1.71 and Sol 2.01 (or whatever the latest on RD is) with the Natural_Mod_Rift filter (I also drive in VR) and there are just a couple of issues I notice. The biggest is for some reason the rear lights (both normal lights and brake lights) don't illuminate. A few other, less important issues were that the interior leather, while the texture is perfect now the color looks very dark. Also in VR looking behind the whole engine bay is like a mirror. Also the exterior glass is very darkly tinted now. Any ideas what would be causing these?

Screenshot_chevrolet_c8_stingray_outroof_ks_laguna_seca_12-1-121-20-56-17.jpg


Edit: Realized the engine is a mirror because it has the same material as the secondary paint for the body, so not much of an option there unfortunately... and I guess I had just never realized how dark the tint was on the rear glass. Figured out what happened with the rear lights (ALPHA_TEST was the culprit) but still working on the interior color to lighten it up
 

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Alright let me know what you think of this, looks a bit better to my eyes at least:

Code:
[INCLUDE: common/navigators.ini]

[Navigator_StyleModernDark]
Meshes = Lcd_ScreenHub
@ = Navigator_Size, Resolution = "512, 512", Size = "312, 172", Offset = "0, 145", Scale = 2.2
Brightness = 0.5
UPCOMING_TURN_DISTANCE_ROUND_TO = 100

[INCLUDE: common/materials_interior.ini]
DisableDev = 1

[Material_DigitalScreen]
Meshes = Lcd_ScreenHub
MatrixType = TN
ScreenScale = 512
SCreenAspectRatio = 1.0
UseTextureCoordinates = 1


[SHADER_REPLACEMENT_...]
MATERIALS = Tyre
PROP_... = ksAmbient, 0.34
PROP_... = ksDiffuse, 0.3
PROP_... = ksSpecular, 0.03
CULL_MODE = OFF

[SHADER_REPLACEMENT_...]
MATERIALS = paint1Mtl
PROP_... = ksAmbient, 0.14
PROP_... = ksDiffuse, 0.13
PROP_... = ksSpecularEXP, 130


[SHADER_REPLACEMENT_...]
MATERIALS = color1, InteriorTilling?
PROP_... = ksAmbient, 0.35
PROP_... = ksDiffuse, 0.55

[SHADER_REPLACEMENT_...]
MATERIALS = color1, InteriorTillingColourZoneA, InteriorTilling
PROP_... = fresnelEXP, 15
PROP_... = fresnelMaxLevel, 0.03
RESOURCE_0 = txNormal
RESOURCE_TEXTURE_0 = leather_nm.dds

[SHADER_REPLACEMENT_...]
MATERIALS = interior
PROP_... = fresnelEXP, 13
PROP_... = fresnelMaxLevel, 0.0
PROP_... = ksSpecular, 0.1
PROP_... = ksSpecularEXP, 950

[SHADER_REPLACEMENT_...]
MATERIALS = Chrome
PROP_... = fresnelEXP, 10
PROP_... = fresnelMaxLevel, 0.8
PROP_... = fresnelC, 1.0

[SHADER_REPLACEMENT_...]
MATERIALS = GlassRedMtl
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.2
PROP_... = ksSpecular, 10
PROP_... = ksSpecularEXP, 520
PROP_... = ksEmissive, 1,0,0
PROP_... = ksAlphaRef, 0
PROP_... = fresnelC, 0.15
PROP_... = fresnelEXP, 1.5
PROP_... = isAdditive, 0
PROP_... = fresnelMaxLevel, 0.3

[SHADER_REPLACEMENT_...]
MATERIALS = GlassMtl
PROP_... = fresnelEXP, 3.0
PROP_... = ksDiffuse, 0.2
PROP_... = isAdditive, 0
PROP_... = fresnelMaxLevel, 0.5
PROP_... = ksSpecularEXP, 3950
PROP_... = ksSpecular, 10.1

[SHADER_REPLACEMENT_...]
MATERIALS = Coloured, Base
PROP_... = fresnelEXP, 4
PROP_... = fresnelC, 0.1
PROP_... = fresnelMaxLevel, 0.01
PROP_... = ksSpecularEXP, 560
PROP_... = ksSpecular, 0.01
PROP_... = ksDiffuse, 0.5

[SHADER_REPLACEMENT_...]
MATERIALS = engine
PROP_... = fresnelEXP, 3
PROP_... = fresnelMaxLevel, 0.1

[SHADER_REPLACEMENT_...]
MATERIALS = Grille7A
PROP_... = fresnelEXP, 2
PROP_... = ksAmbient, 0.07
PROP_... = fresnelMaxLevel, 0.05

[SHADER_REPLACEMENT_...]
MATERIALS = Carbon1
PROP_... = fresnelEXP, 2.5
PROP_... = fresnelC, 0.0
PROP_... = fresnelMaxLevel, 0.02

[SHADER_REPLACEMENT_...]
MATERIALS = Lights
PROP_... = fresnelMaxLevel, 0.4
PROP_... = ksSpecularEXP, 1050

[SHADER_REPLACEMENT_...]
MATERIALS = Lcd_hub
PROP_... = ksEmissive, 1.5, 1.5, 2
PROP_... = ksDiffuse, 0.2
PROP_... = ksAmbient, 0.27
PROP_... = ksSpecular, 0

[SHADER_REPLACEMENT_...]
MATERIALS = Grille1A
PROP_... = ksDiffuse, 0.9
PROP_... = ksAmbient, 0.27
PROP_... = ksSpecular, 0
PROP_... = ksSpecularEXP, 100

[SHADER_REPLACEMENT_...]
MESHES = Coloured2, Rim_?
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...]
MESHES = Grille7,
BLEND_MODE = OPAQUE

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = Paint
CarPaintVersionAware = 2

[Material_CarPaint_Metallic]
LocalReflectionsForce = 1
FresnelMax = 1.0
FresnelC = 0.2
FlakesK = 1.5
ClearCoatThickness = 0.06
ColoredSpecular = 0.5
AmbientSpecular = 0.5
SpecularColor = 1
SpecularMult = 0.3
SpecularSun = 8, 1000
BrightnessAdjustment = 1.4

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = PaintSecondary
CarPaintVersionAware = 2

[Material_CarPaint_Metallic]
LocalReflectionsForce = 1
FresnelMax = 0.06
FresnelC = 1.2
FlakesK = 1.5
ClearCoatThickness = 0.07
ColoredSpecular = 0.5
AmbientSpecular = 0.5
SpecularColor = 1
SpecularMult = 0.03
SpecularSun = 30, 500
BrightnessAdjustment = 1.0
 
ALPHA_TEST was the culprit
That alpha is needed for the inside parts of the red mesh. Otherwise with blend they just become see-thru and look like a hole in the body.
Screenshot_chevrolet_c8_stingray_outroof_ks_brands_hatch_13-1-121-15-23-43.jpg


MATERIALS = color1, InteriorTilling?
PROP_... = ksAmbient, 0.35
makes the seats brighter even than the stripes on the fenders.
Screenshot_chevrolet_c8_stingray_outroof_ks_brands_hatch_13-1-121-15-40-13.jpg


Test everything under different daylight and also twilight. Load a race with only C8 cars and go from daylight to pitch black to see if all looks ok incl. the lights from CSP on a well sorted track. Brands Hatch used to be Ilja's test bed tor track configs and maybe because of that it no longer works ok in CSP since 0.1.59.

Speculars in that leather are too strong. Should be no more than
MATERIALS = color1, InteriorTilling?
PROP_... = ksAmbient, 0.25
PROP_... = ksDiffuse, 0.25
PROP_... = ksSpecular, 0.05
PROP_... = ksSpecularEXP, 12
Screenshot_chevrolet_c8_stingray_outroof_ks_brands_hatch_13-1-121-15-27-53.jpg


On the nav screen "Brightness = 0.7" looks about right in the dark.

If use
Code:
[SHADER_REPLACEMENT_...]
MATERIALS = color1, InteriorTilling
PROP_... = fresnelEXP, 15
PROP_... = fresnelMaxLevel, 0.03
RESOURCE_0 = txNormal
RESOURCE_TEXTURE_0 = leather_nm.dds

[SHADER_REPLACEMENT_...]
MATERIALS = InteriorTillingColourZoneA,
PROP_... = fresnelMaxLevel, 0.0
PROP_... = ksAmbient, 0.23
PROP_... = ksDiffuse, 0.25
PROP_... = ksSpecular, 0.012
PROP_... = ksSpecularEXP, 220
the seats can have leather + cloth/alcantara look which I find more inviting.
Screenshot_chevrolet_c8_stingray_outroof_ks_brands_hatch_13-1-121-16-7-36.jpg
 
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For the glass to lose some of the tint
Code:
MATERIALS = GlassMtl
PROP_... = fresnelEXP, 3.0
PROP_... = ksAmbient, 0.4
PROP_... = ksDiffuse, 0.6
PROP_... = isAdditive, 1
PROP_... = fresnelMaxLevel, 0.5
PROP_... = ksSpecularEXP, 3950
PROP_... = ksSpecular, 10.1
 
That alpha is needed for the inside parts of the red mesh. Otherwise with blend they just become see-thru and look like a hole in the body.
View attachment 445064

Whoa that's weird, I definitely don't get that, just reflections. Do you have "PROP_... = ksAlphaRef, 0"?

Screenshot_chevrolet_c8_stingray_outroof_ks_laguna_seca_13-1-121-7-51-49.jpg


That's the problem with PPFs too, I tried Horizon Shades and didn't like it because too many cars that looked good enough in vanilla AC and other filters looked funky. For instance the interior on your screens looked beautiful but when I tried it and put on my headset they looked two-tone and way too dark. Oh well, worthwhile to give it a shot and the car definitely looks better now so thank you!

Meanwhile LODS trick I was trying didn't work and I still can't get gauges working solely through CSP, so those will be for another day; I'm going to get back to driving :)
 
problem with PPFs

A lot of it is due to changes in CSP 0.1.72. Although the glare is ace in that version lot of other things got borked and it is only a while before I downgrade it. With Natural_Mod_Rift it looks nice but Horizon Shades uses additional color grading that helps with the vibrancy. That said, what was on my screens is with Horizon v1.6 ppfilter. The newer v1.7 is different.

Try this for PP filtering. Or
Code:
[ABOUT]
AUTHOR=AAA ZZZ
CSP_EDITOR=1152
VERSION=7

[AIRYDISC]
AIRY_DISC_DISPERSION_ENABLED=1
ENABLED=0
WAVELENGTH=500

[ANTIALIAS]
ENABLED=1
END_DISTANCE=1000
START_DISTANCE=0.1

[AUTO_EXPOSURE]
DELAY=0.2
ENABLED=0
INFLUENCED_BY_GLARE=0
MAX=0.42
METERING_HEIGHT=40
METERING_OFFSET_X=25
METERING_OFFSET_Y=30
METERING_WIDTH=25
MIN=0.18
TARGET=0.30

[CHROMATIC_ABERRATION]
ENABLED=0
LATERAL_DISPERSION=0.005,0.005
SAMPLES=5
UNIFORM_DISPERSION=0.0005,0.0005

[COLOR]
BRIGHTNESS=1.34
COLOR_TEMP=6350
CONTRAST=1.00
HUE=0
SATURATION=0.97
SEPIA=0
WHITE_BALANCE=6200

[DIAPHRAGM]
ROTATE_OFFSET=2
ROTATE_SCALE=0
TYPE=1

[DOF]
ADAPTIVE_APERTURE_FACTOR=0.5
APERTURE_BACK_LEVELS_NUMBER=-1
APERTURE_FRONT_LEVELS_NUMBER=-1
APERTURE_F_NUMBER=16
APERTURE_PARAMETER=2
APERTURE_SHAPE=3
BACKGROUND_MASK_THRESHOLD=0.1
BASE_FOV=50
EDGE_QUALITY=3
ENABLED=0
IMAGE_SENSOR_HEIGHT=0.24
QUALITY=6

[FEEDBACK]
ASPECT_RATIO=0
CURRENT_WEIGHT=-0.05
ENABLED=0
TIME=0.1
WEIGHT=0.05

[GLARE]
AFTER_IMAGE=1
ANAMORPHIC=0
BLOOM_FILTER_THRESHOLD=0.0001
BLOOM_GAUSSIAN_RADIUS_SCALE=0.79
BLOOM_LUMINANCE_GAMMA=1.2
BLOOM_NUM_LEVELS=0
BLUR=0
BRIGHT_PASS=0
ENABLED=1
GENERATION_RANGE_SCALE=1
GHOST=0
GHOST_CONCENTRIC_DISTORTION=1.0
LUMINANCE=0.4
PRECISION=0
QUALITY=0
SHAPE=8
SHAPE_AFTERIMAGE_LENGTH=0.07
SHAPE_AFTERIMAGE_LUMINANCE=0.05
SHAPE_BLOOM_DISPERSION=0.001
SHAPE_BLOOM_DISPERSION_BASE_LEVEL=0
SHAPE_BLOOM_LUMINANCE=0.005
SHAPE_GHOST_DISTORTION=0
SHAPE_GHOST_HALO_LUMINANCE=0.005
SHAPE_GHOST_LUMINANCE=0.05
SHAPE_GHOST_SHARPENESS=0
SHAPE_LUMINANCE=1.8
SHAPE_STAR_DISPERSION=4
SHAPE_STAR_FORCE_DISPERSION=0
SHAPE_STAR_INCLINATION_ANGLE=10.0
SHAPE_STAR_LENGTH=0.50
SHAPE_STAR_LUMINANCE=10.60
SHAPE_STAR_ROTATION=0
SHAPE_STAR_SECONDARY_LENGTH=1.10
SHAPE_STAR_STREAKS_NUMBER=9
STAR_FILTER_THRESHOLD=0.001
STAR_LENGTH_FOV_DEPENDENCE=0
STAR_SOFTNESS=0
THRESHOLD=100
USE_CUSTOM_SHAPE=0

[GODRAYS]
ANGLE_ATTENUATION=10
COLOR=1,1,1,1
DEPTH_MASK_THRESHOLD=0.999999999
DIFFRACTION_RING=0
DIFFRACTION_RING_ATTENUATION=0.1
DIFFRACTION_RING_OUTER_COLOR=0.5,0.5,0.5,0.5
DIFFRACTION_RING_RADIUS=0
DIFFRACTION_RING_SPECTRUM_ORDER=1
ENABLED=1
GLARE_RATIO=0.5
LENGTH=2.5
NOISE_FREQUENCY=1
NOISE_MASK=0.01
USE_SUN_LIGHT=1

[HEAT_SHIMMER]
ENABLED=1
HEAT_PARTICLE_COLOR=1,1,1
HEAT_PARTICLE_COORD=1.5
HEAT_PARTICLE_FRACTAL_OCTAVES=3
HEAT_PARTICLE_INTENSITY_MULT=0.3
HEAT_PARTICLE_LIFE_MULT=1.0
HEAT_PARTICLE_MAX_NUMBER=10
HEAT_PARTICLE_MIN_INTENSITY=0.15
HEAT_PARTICLE_MIN_LIFE=0.75
HEAT_PARTICLE_MIN_VELOCITY=0
HEAT_PARTICLE_POSITION_VELOCITY=0,0,0.2
HEAT_PARTICLE_RADIUS=0.75
HEAT_PARTICLE_RADIUS_VELOCITY_MULT=0.1
HEAT_PARTICLE_SHIMMER=0.004
HEAT_PARTICLE_VELOCITY_MULT=0.2

[LENSDISTORTION]
ENABLED=0
ROUNDNESS=0.05
SMOOTHNESS=1.0

[OPTIMIZATIONS]
FIXED_WIDTH=960

[TONEMAPPING]
EXPOSURE=0.26
FUNCTION=-1
GAMMA=1.47
HDR=1
MAPPING_FACTOR=32
OFFSET_X=0
OFFSET_Y=0
SCALE_HEIGHT=1
SCALE_WIDTH=1

[VARIOUS]
APERTURE_RESULT_BLUR_MOD=1

[VIGNETTING]
FOV_DEPENDENCE=0
STRENGTH=0.

[YEBIS]
ENABLED=1

For testing I'm using Kunos' Barcelona and replay slowed down.
 

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NewYuriCity updated 2020 Chevrolet Corvette C8 Physics Update with a new update entry:

CSP and Other Cosmetic Updates

I'm certainly no artist but with a bit of help from alekabul (thanks again!) I hope the car looks a bit better and warrants an update for those using CSP, and even should be more accurate for non-CSP users. No physics have been changed so shouldn't affect any online play, but my goal with this was to get the 2021 colors accurate since seeing them for the first time. It's not perfect but I hope you all enjoy it! :)

View attachment 445841

View attachment 445842...

Read the rest of this update entry...
 
NewYuriCity updated 2020 Chevrolet Corvette C8 Physics Update with a new update entry:

Major Physics Overhaul

So this is probably the biggest physics overhaul since v1.0, I realized there were a few issues from my original calculations to come up with the base mass and well, here we are. The car is heavier so it will probably be slower by a few tenths a lap if you're driving at 10/10ths, but I've learned a lot about the tire modeling and this should be much more accurate to how the real car behaves. The car is even less twitchy and much easier to drive now (like the real car) and you can get on the...

Read the rest of this update entry...
 
Is there a way to fix the non-reflective paint in-game? Every skin looks fine in the showroom, but they look like matte plastic when I'm racing. Every other car looks fine except for this one.

1616343588570.png
 
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Is there a way to fix the non-reflective paint in-game? Every skin looks fine in the showroom, but they look like matte plastic when I'm racing. Every other car looks fine except for this one.

View attachment 457039

Yeah it's a problem with the base model, are you running CSP and a PPF? I tried to make it look better with a CSP extension but depending on which PPF you're using it sometimes looks better, sometimes not. Try some of alekabul's codes as well if those might work better for the CSP extension.
 
Yeah it's a problem with the base model, are you running CSP and a PPF? I tried to make it look better with a CSP extension but depending on which PPF you're using it sometimes looks better, sometimes not. Try some of alekabul's codes as well if those might work better for the CSP extension.

Yeah I'm running CSP and the regular sol PPF. Every other car I drive doesn't have this issue so I figured it had something to do with the shaders. Alekabul's code certainly looks nice but it still doesn't fix the problem. I guess it's something that can only be fixed by modifying the base model. Sadly I don't know how to do that. :(
 
Yeah it's a problem with the base model, are you running CSP and a PPF? I tried to make it look better with a CSP extension but depending on which PPF you're using it sometimes looks better, sometimes not. Try some of alekabul's codes as well if those might work better for the CSP extension.

I think it has something to do with the extension config. After removing it, the paint was reflective again, but you lose all the changes to the interior. I noticed a lot of entries related to paint, maybe there's a duplicate somewhere causing it to break CSP.
 
I think it has something to do with the extension config. After removing it, the paint was reflective again, but you lose all the changes to the interior. I noticed a lot of entries related to paint, maybe there's a duplicate somewhere causing it to break CSP.
I noticed something wrong too. And while tinkering with the model and materials with the sole intention of making the wipers work I changed the code to get the [Material_CarPaint_Metallic] working (sort of..) The texture on the car doesn't have flakes so it looks more like "pearl".
Screenshot_chevrolet_c8_stingray_outroof_ks_brands_hatch_10-5-121-22-15-41.jpg


Code:
[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = Paint
DisableDev = 1


[Material_CarPaint_Metallic]
LocalReflectionsForce = 1
FresnelMax = 0.7
FresnelC = 0.24
FresnelEXP = 20
FlakesK = 0.5
ClearCoatThickness = 0.015
ColoredSpecular = 0.85
AmbientSpecular = 0.25
SpecularColor = 1
SpecularMult = 0.5
SpecularSun = 8, 8000
BrightnessAdjustment = 0.5

or
Code:
[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = Paint,
DisableDev = 1

[Material_CarPaint_Metallic]
LocalReflectionsForce = 1
FresnelMax = 0.7
FresnelC = 0.2
FlakesK = 1
ClearCoatThickness = 0.03
ColoredSpecular = 5.5
AmbientSpecular = 0.25
SpecularColor = 1
SpecularMult = 0.5
SpecularSun = 8, 8000
BrightnessAdjustment = 0.35

One of above code has to be all that is in the config regarding the paint. I removed the paragraphs for "CarPaintMaterial = PaintSecondary" to make it work. Everything else worked fine and still is.
 
@alekabul you are incredible! The car definitely looks better but some skins were too dark (a few were too light) so I spent all afternoon making some tweaks. Also made a quick tweak so the badges weren't so reflective but let me know what you think of this. Just use this to replace everything right after the [SHADER_REPLACEMENT_...] lines for "Grille7":

Code:
[SHADER_REPLACEMENT_...]
MATERIALS = BadgeA
PROP_... = ksAmbient, 0.24
PROP_... = ksDiffuse, 0.2
PROP_... = ksSpecular, 0.0
PROP_... = ksSpecularEXP, 0

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = Paint
DisableDev = 1

[Material_CarPaint_Metallic]
LocalReflectionsForce = 1
FresnelMax = 0.7
FresnelC = 0.24
FresnelEXP = 20
FlakesK = 0.5
ClearCoatThickness = 0.015
ColoredSpecular = 0.85
AmbientSpecular = 0.25
SpecularColor = 1
SpecularMult = 0.5
SpecularSun = 8, 8000
BrightnessAdjustment = 0.5

[Material_CarPaint_Metallic]
Skins = red_mist_tintcoat_metallic
LocalReflectionsForce = 1
FresnelMax = 0.7
FresnelC = 0.24
FresnelEXP = 20
FlakesK = 0.5
ClearCoatThickness = 0.15
ColoredSpecular = 0.85
AmbientSpecular = 0.25
SpecularColor = 1
SpecularMult = 0.5
SpecularSun = 8, 8000
BrightnessAdjustment = 1.4

[Material_CarPaint_Metallic]
Skins = matrix_grey
LocalReflectionsForce = 1
FresnelMax = 0.7
FresnelC = 0.24
FresnelEXP = 20
FlakesK = 0.5
ClearCoatThickness = 0.15
ColoredSpecular = 0.85
AmbientSpecular = 0.25
SpecularColor = 1
SpecularMult = 0.5
SpecularSun = 8, 8000
BrightnessAdjustment = 0.5

[Material_CarPaint_Metallic]
Skins = zeus_bronze_metallic
LocalReflectionsForce = 1
FresnelMax = 0.7
FresnelC = 0.2
FresnelEXP = 20
FlakesK = 5.0
ClearCoatThickness = 0.15
ColoredSpecular = 0.85
AmbientSpecular = 0.25
SpecularColor = 1
SpecularMult = 0.5
SpecularSun = 8, 8000
BrightnessAdjustment = 0.25

[Material_CarPaint_Metallic]
Skins = blade_silver_metallic, accelerate_yellow_metallic
LocalReflectionsForce = 1
FresnelMax = 0.7
FresnelC = 0.24
FresnelEXP = 20
FlakesK = 0.5
ClearCoatThickness = 0.015
ColoredSpecular = 0.85
AmbientSpecular = 0.25
SpecularColor = 1
SpecularMult = 0.5
SpecularSun = 8, 8000
BrightnessAdjustment = 0.8

[Material_CarPaint_Metallic]
Skins = elkhart_lake_blue_metallic, elkhart_lake_blue_stripes, long_beach_red_metallic, sebring_orange_tintcoat, shadow_gray_metallic
LocalReflectionsForce = 1
FresnelMax = 0.7
FresnelC = 0.2
FlakesK = 1
ClearCoatThickness = 0.03
ColoredSpecular = 5.5
AmbientSpecular = 0.25
SpecularColor = 1
SpecularMult = 0.5
SpecularSun = 8, 8000
BrightnessAdjustment = 0.35

[Material_CarPaint_Metallic]
Skins = gulf livery, rapid_blue
LocalReflectionsForce = 1
FresnelMax = 0.7
FresnelC = 0.2
FlakesK = 1
ClearCoatThickness = 0.03
ColoredSpecular = 5.5
AmbientSpecular = 0.25
SpecularColor = 1
SpecularMult = 0.5
SpecularSun = 8, 8000
BrightnessAdjustment = 0.85

[Material_CarPaint_Pearl]
Skins = silver_flare
FresnelMax = 1
FresnelC = 0.1
BrightnessAdjustment = 0.9 ; compensates for ambient specular
PearlescentSpecular = 1.0
AmbientSpecular = 1.0
AmbientSpecularEXP = 3.0
ClearCoatThickness = 0.015
SpecularBase = 1, 50

[Material_CarPaint_Matte]
Skins = strad_purp
FresnelMax = 1
FresnelC = 0.1
AmbientSpecular = 1.0
AmbientSpecularEXP = 4.0
SpecularBase = 0.3, 50
Specularsun = 0, 1
 
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I spent all afternoon making some tweaks
:)
I spent even more but it was all good fun. Regarding the differences in brightness of the paint texture you can easily compensate by adding individual short "ext_config.ini" in each skin folder and change the "carpaint" code for it. Only don't consider the tweak ready until you see the paint in clear/no clouds, fog/mist, rain/sleet and noon/dusk/night. How they look in high beams is also important.

The Wiki from Ilja is a good read and can help everybody to get some interesting custom skins.

Aside from the "carpaint" I got mine c8 to work with rainFX and made lods for 10 and 20 m so now it's pretty much complete 1.0
Screenshot_chevrolet_c8_stingray_outroof_ks_brands_hatch_11-5-121-13-54-53.jpg


Thanks for the code. Some of the brightness on there are too increased. It's easy to overshoot if checking only the clear weather for a reference. I guess we're aiming for this much reflectivity
chevrolet_corvette_c8_essai_14.jpg


and on all of the official colors
 

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:)
I spent even more but it was all good fun. Regarding the differences in brightness of the paint texture you can easily compensate by adding individual short "ext_config.ini" in each skin folder and change the "carpaint" code for it. Only don't consider the tweak ready until you see the paint in clear/no clouds, fog/mist, rain/sleet and noon/dusk/night. How they look in high beams is also important.

The Wiki from Ilja is a good read and can help everybody to get some interesting custom skins.

Aside from the "carpaint" I got mine c8 to work with rainFX and made lods for 10 and 20 m so now it's pretty much complete 1.0
View attachment 480880

Thanks for the code. Some of the brightness on there are too increased. It's easy to overshoot if checking only the clear weather for a reference. I guess we're aiming for this much reflectivity
View attachment 480926

and on all of the official colors

Holy crap that looks fantastic with the wipers! Major kudos, that must be an absolute blast! I don't want to make any assumptions but are you going to release that to the public? I shouldn't even bother with this anymore if your version is in the pipeline :p

Yeah I wish I had the time to work more on this but between work, trying to buy a house and getting married I barely have any time to turn on the computer. To be honest too I don't have the eye to really nail the visuals on this or any other mod, as an engineer I know where my value lies and it's not in making anything pretty :roflmao:

Just out of curiosity which skins did you find too bright? I may have some time this weekend and I'll try to work on this if I can.
 
if your version is in the pipeline :p
Since it is a model that was not made originally by me I can't just upload it albeit now it is in better shape (and colors..).
don't have the eye to really nail the visuals
I don't rely too much on eyeballing especially for the tint of the official colors. There's a plethora of color tables on the net and Stingray's are among the easiest to find. Then it's a matter of pasting the table image in Photoshop to use it with the eyedropper and pick the correct tint which must go into the respective texture image.

Best of luck with the house thing and by all means, the marriage. Have a very good time and as little as possible worries. I will pack the results of my effort on the C8 paintwork and upload it in "Skins" section. It will be compatible with the initial model so you and others can use it.

Being an engineer you may find making of wipers in Blender interesting. Check out my 2c on the toppic for some beginner's tips.

About the brightness - I found that with different skin colors I must change the type of paint to get closer to the images of the real cars. It will be seen in the individual configs. ETA - later today.
 
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I don't rely too much on eyeballing especially for the tint of the official colors. There's a plethora of color tables on the net and Stingray's are among the easiest to find. Then it's a matter of pasting the table image in Photoshop to use it with the eyedropper and pick the correct tint which must go into the respective texture image.
Fair, though to be honest I've found GM's paint chips are not the greatest when accurately reflecting what the paint looks like. I have been very lucky to see most of the colors in person (I think LBR is the only one I haven't seen yet on a C8, but IMHO Red Mist is a far better color) and especially with colors like Red Mist, Silver Flare, and Ceramic Matrix Gray the color tint itself doesn't do the paint justice. I can't wait to see what you've put together though and based on literally everything else that you've done I know it's going to be fantastic!
 
To conclude the bit about the carpaint - one more tip: while testing I found out that changing the Sol setting for "clouds render method" to "1" (3D clouds only) has a huge effect on the car's reflectiveness in cloudy weathers. So I tend to like and use it more than the advanced cloud system.
Sol 2.0.2 clouds.jpg
 
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