IBL Road & Curb Shaders

The Road Shader and Curb shaders are very similar. The road shader has a detail map in the second slot, where as the curb has an alternative albedo map which can be blended in.

This page gives technical definitions.  For usage guide see: PBR - Using Road / Curb Shader

Shader Name

L2IBLROAD or L2IBLCURB

Configuration

Road Effects

  • RealRoad Groove
  • RealRoad Marbles
  • Dust Effects
  • Wet Effects
  • Puddle Splash

Albedo Map

  • Map: Enable or Disable the base Albedo Map.
  • UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar
  • Roughness Alb.A: Use Albedo alpha channel for Roughness input.

Alternate Albedo Map (Curb Shader Only)

  • Map: Enable or Disable the alternate Albedo Map.
  • UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar

Overlay Map (Road Shader Only)

  • Map: Enable or Disable the Overlay Map.
  • UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar
  • Use Mask: Use the Overlay Mask Map input to blend out the overlay map.

Decal Map (Road Shader Only)


  • Map: Enable or Disable a Decal Map.
  • UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar

Groove Mask (Only available when RealRoad Groove is enabled)

  • Map: Enable or Disable the Groove Mask.
  • UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar

Details Map (Only available when Wet Effects, Dust Effects or Alternate Albedo are enabled)

The details map is used to blend in effects such as puddles, dust or the blend between two albedo maps on Curbs (show more worn areas).

  • Map: Enable or Disable the Details map.
  • UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar
  • Use UV D: This option allows the map to be ignore and prebake this information into UV D. This is a legacy support mode for LeMans which is likely to be removed.

Marble Dust Mask (Only available when Marbles or Dust are enabled)

  • Map: Enable or Disable the Marble Dust Mask Map
  • UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar

AO Specular Map

  • Map: Enable or Disable the AO Specular map.
  • UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar

Normal Map

  • Map: Enable or Disable the Normal map.
  • UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar
  • Alt Normal Map: Enable or Disable a second Normal map.
  • Alt UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar

Blend Wet Mask

  • Map: Enable or Disable the Blend Wet mask map.
  • UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar

General Configuration

  • Receive Shadows: Enable or Disable receiving shadows.

Parameters

Base_Material

The Base Material parameter section allows the setting of static values when the map for one of the following is disabled in the Shader Configuration.

  • Albedo (Color)
  • AO
  • Specular
  • Roughness

UV_Scale

This dialogue allows the scaling of the selected UV for any maps present.

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.
  • Roughness: Adjust overall Roughness, lower than 0.5 makes surfaces smoother. Above 0.5 makes surfaces rougher.
  • NormalShadowInflunce: Adjust the amount of influnce the normal map has on shadows cast onto this surface.

No_Overlay_Base (Road Shader)

This configures the values which get blended out by the Overlay Mask, with options for AO, Specular and Roughness.

Decal (Road Shader)

This configures the strength that the decal map is applied to the road albedo. There is a second option to configure how much of the detail map shows through when this is applied. This allows you to fade out asphalt details with road lines for example.

Albedo_Blend (Curb Shader)

This configures how the albedo blend develops on curbs. You can configure the albedo map to blend more as the track grips in, as well as limiting the maximum blend from the prebaked data on a green track.

Groove

Configure the Albedo, AO, Specular and Roughness values for the Groove as it is blended in.

Marbles

Configure the Albedo, AO, Specular and Roughness values for Marbles as they are blended in.

Dust

Configure the Albedo, AO, Specular and Roughness values for Marbles as they are blended in. Additional parameters:

  • OverallScale (Overall maximum blend on dusty areas)
  • MarbleScale (Maximum dust blend on areas with marbles)

Textures

Road Shader

Name

Default

Type

Default File Types

Description

albedoMapEnabledSRGB (Alpha linear)alb, albaThe low frequency albedo map with a roughness mask in the alpha channel. This map covers the entire spread of the road.
overlayMapEnabledLinearov, ovaThe high frequency overlay map. RGB is applied to the albedo and A is applied to the roughness.
grooveMapEnabled
Lineargr

This is a two channel mask for the racing line groove.

The red channel is applied during the first 50% of race groove development. And the green channel is applied during the second 50% of race groove development.

The maximum value from the two channels is used as a mask for the GrooveAlbedo parameter.

roadDetailsMapEnabledLinearrdt

The road details map is used to blend in various details.

Red: Dust Map, areas for dust to appear.

Green: Race Groove Map, areas for a base level of groove to appear.

Blue: Wear Map, this is applied onto the overlay mask to simulate asphalt being ground down.

Alpha: Puddle Map.

marbleDustMaskMapEnabledLinearmdm

This map uses it's two channels to apply a marble effect and a dust effect.

The marble effect is found in the red channel, and layered in through real road.

The dust effect is found in the green channel and mixed in using a mixmap blend. Dust areas are painted in using the red channel of Road Details map. Dust will also appear under areas with marbles. This can be scaled by the parameter DustMarbleScale.

aoSpecularMapEnabledLinearaos

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

The green channel is applied as a mask to AO.

normalMapEnabledLinearnm


blendWetMaskEnabledLinearbwm

Note: At present you can not set this map in 3ds Max

The red channel here scales down how much of the overlay map is applied, aoSpecular map and normal map are used.

The green channel is used as a wet mask to add finer detail to puddles. (Logic yet to be defined).

decalMapDisabledLinearovAn overlay map centred around 0.5 which allows you to apply decals onto the road.
altNormalMapDisabledLinearnmA second normal map with is overlayed onto the first one.

Curb Shader

Name

Default

Type

Default File Types

Description

Name

Default

Type

Default File Types

Description

albedoMapEnabledSRGB (Alpha linear)alb, albaThe albedo map with a roughness mask in the alpha channel. This is typically a clean version of the curb.
marbleDustMaskMapEnabledLinearmdm

This map uses it's two channels to apply a marble effect and a dust effect.

The marble effect is found in the red channel, and layered in through real road.

The dust effect is found in the green channel and mixed in using a mixmap blend. Dust areas are painted in using the red channel of Road Details map. Dust will also appear under areas with marbles. This can be scaled by the parameter DustMarbleScale.

grooveMapEnabledLineargr

This is a two channel mask for the racing line groove.

The red channel is applied during the first 50% of race groove development. And the green channel is applied during the second 50% of race groove development.

The maximum value from the two channels is used as a mask for the GrooveAlbedo parameter.

roadDetailsMapEnabledLinearrdt

The road details map is used to blend in various details.

Red: Dust Map, areas for dust to appear.

Green: Race Groove Map, areas for a base level of groove to appear.

Blue: Wear Map, "prebaked" curb albedo blending.

Alpha: Puddle Map.

albedoAltMapEnabledSRGB (Alpha linear)alb, albaAn alternate albedo map with roughness mask in the alpha channel. This is typically a dirtier version of the base curb.
aoSpecularMapEnabledLinearaos

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

The green channel is applied as a mask to AO.

normalMapEnabledLinearnm


blendWetMaskEnabledLinearbwm

Note: At present you can not set this map in 3ds Max

The red channel here is a mix map used to blend in details more accurately.

The green channel is used a wet mask to add finer detail to puddles. (Logic yet to be defined).

normalAltMapDisabledLinearnmA second normal map which is switched to for the second albedo map. This allows the two textures to have different details which are blended in via wear.