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

albedoRoughMapUV_ASRGB (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

damageAlbedoRoughMapUV_BSRGB (Alpha linear)albrDamage Albedo map, with roughness map in alpha channel.
aoSpecularMapUV_ALinearaos

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.


normalMapUV_ALinearnm

Clean default Normal map. This is blended on a per vertex basis based on tyre wear with the Damage Normal map.

damageAoSpecularMapUV_BLinearaos

Damaged AO map.

The red channel is applied as a mask to Specular output.

The green channel is applied as a mask to AO.

damageNormalMapUV_BLinearnmDamaged Normal Map