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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)
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- 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 |
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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 |