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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

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