...
- Firstly make sure you are doing this on a material that does not need the Albedo alpha channel for transparency!
- Secondly make sure you do not need the metallic map or it can be a static value.
- Disable the Metal Rough Map in Shader Configuration, and apply changes.
- Tick "Roughness Alb.A" option which has appeared next to the Metal Rough Map check box, and apply changes.
- Save our your albedo map with the extension ALBR (R for Roughness!), so that we know that this is not an opacity map, and assign it in the maps section.
- Don't forget to save your JSON file!
Emissive Map
In order to improve the lighting of objects at night we have Emissive and Retro Reflector functionality which you can use.
Emissive allows you to bake the lighting that this object should receive at night into a map and retro reflector is used to simulate more reflective surfaces when under the influence of car headlights. Either, all or none of these options can be enabled.
These are enabled in the main parameters section.
Both can be masked by a map, or just setup to be a static colour. When masking via a map, you can choose to use RG map where red channel masks emissive output and green channel the channel masks, or an RGBA map, where the RGB values are applied to emissive output, and the alpha channel is applied to the retro reflector output.
Once either setting is enabled, you will then have a separate Parameter configuration option. This will allow the setting of the colour and a scalar for the strength of the effect.
TO BE ENTERED
Translucency
Translucency is available in the standard shader, and is used to give a glow effect around the edge of trees. After enabling it in the Shader Configuration, an extra check box to use Invert Alb.R Mask appears and there will also be a separate Translucency parameter section.
...