IBL Car Tyre Shader
This is the Car Tyre shader for use on rubber parts of tyre only.
This page gives technical definitions.
Shader Name
L2IBLCARTYRE
Configuration
Please note UV_A, UV_B, UV_C or UV_D refers to as specified in the gTexture slot in 3ds Max. There is a full explanation of this here.
Damage Blend (Default: On)
Enable or Disable the blending to a second set of albedo maps based on the wear of the tyre.
Wear Albedo Darkening (Default: On)
Allows the adjustment of Albedo and Roughness based on the Albedo Wear.
Ground Specular Damping (Default: On)
Dampen the specular effect at the base of the tyre where it meets the ground.
Tread Specular Damping (Default: Off)
Dampen the specular effect on the tread of the tyre. This should be enabled for close cockpit cars.
Unique AO Map (Default: On)
Allows an extra AO map which is always applied, and uses a unique set of UVW. This can be used to bake details which are unique of damage.
Debug Mode (Default: Off)
Allows the manual setting of tyre progress to allow artists to fine tune the maps. Do not save the material with this enabled.
Parameters
Material_Adjust
This section allows the adjustment of final output of the material.
- AlbedoTint
- ReflectionAt0Angle
- Specular: 1.0 is recommend default for most materials. For natural materials this may need reducing to around 0.5 depending on the nature of your specular maps.
- Metallic: Adjust overall Roughness, lower than 0.5 makes surfaces less metallic. Above 0.5 makes surfaces more metallic.
- Roughness: Adjust overall Roughness, lower than 0.5 makes surfaces smoother. Above 0.5 makes surfaces rougher.
- NormalIntensity: Adjust the overall strength of normal maps in the entire material.
- NormalShadowInflunce: Adjust the amount of influnce the normal map has on shadows cast onto this surface.
Wear_Darkening
Adjust the effect this has on the material:
- AlbedoMultiply: The albedo is multiplied by the specified value. The higher the value the less the effect.
- RoughnessAdjust: The roughness is offset by the specified value. Above 0 it will become more rough, beneath 0 it will become more smooth.
Debug_Adjust
- DamageBlend: Over-ride the amount of damage shown on the tyre.
- WearAlbedoDarkening: Over-ride the amount of wear darkening that is being applied.
Textures
Name | UV | Type | Default File Types | Description |
---|---|---|---|---|
albedoRoughMap | UV_A | SRGB (Alpha linear) | albr | Clean, default Albedo map, with roughness map in alpha channel. This is blended on a per vertex basis based on tyre wear with the Damage Albedo Map Note the recommended SRGB albedo for rubber is a luminosity of 53. See PBR - Maps & Authoring |
damageAlbedoRoughMap | UV_B | SRGB (Alpha linear) | albr | Damage Albedo map, with roughness map in alpha channel. |
aoSpecularMap | UV_A | Linear | aos | Clean default AO map. This is blended on a per vertex basis based on tyre wear with the Damage AO map. The red channel is applied as a mask to Specular output. The green channel is applied as a mask to AO. |
normalMap | UV_A | Linear | nm | Clean default Normal map. This is blended on a per vertex basis based on tyre wear with the Damage Normal map. |
damageAoSpecularMap | UV_B | Linear | aos | Damaged AO map. The red channel is applied as a mask to Specular output. The green channel is applied as a mask to AO. |
damageNormalMap | UV_B | Linear | nm | Damaged Normal Map |