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When you change settings in this area, you must hit apply before you can edit the sections before.

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Parameter Configuration

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In addition to being able to select the actual UV data in the Shader Configuration, we can also scale that chosen UV data as we please. This effectively means even with the most complex of shader we should be able to give unique mapping to all maps if required. This can help greatly with the advanced blending options of the terrain shader to reduce noticeable tiling patterns.

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Material Adjust

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  • Albedo Tint: Adjusts the albedo with a multiply of this colour after all blending and before final lighting.
  • Specular: This is an overall scalar on the specular output. This only effects the dielectric (non metallic) pipeline. This is set to 0.7 by default. For some natural materials such as grass you will need to reduce it to around 0.25.
  • Metallic: This is an adjuster where 0.5 makes no change to the previous inputs. At 0, it forces to 0 and at 1, it forces to 1, with inbetween increasing or decreasing the value accordingly. 
  • Roughnness: This is an adjuster where 0.5 makes no change to the previous inputs. At 0, it forces to 0 and at 1, it forces to 1, with inbetween increasing or decreasing the value accordingly. 
  • NormalIntensity: This is an overall scalar for the strength of the normal maps in this material. This can be used to allow a subtler normal map with out banding caused by the low resolution of the texture.
  • NormalShadowInfluence: This is how much the normal map perturbs the cast shadow. By default this is set at 0.5 to reduce the amount, but on something like an armco barrier that is abstracted to a plane and is faked by a strong normal map, you may wish to increase it.

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Textures

In the textures section, we :

  • We can assign maps only at present.

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  • The Material Editor may show more maps than you can assign in 3ds Max, and it is required to assign them here in order for the shader to work correctly.

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  • Only maps enabled in the Shader Configuration are shown.

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Shaders In Depth

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