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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.
Maps Configuration
- Albedo Maps: 1,2,3 or 4. Number of Albedo Maps, use upto 4 with Splatter map blending.
- Normal Maps: 1 or 2.
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Configure the Power (how broad or refined the effect is) and Strength of the Translucency effect as well as setup scalars on a per albedo map basis.
Textures
Name | Default | Type | Default File Types | Description |
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Name | Default | Type | Default File Types | Description |
albedoRoughA | True | SRGB (Alpha linear) | alba | The first albedo map with a roughness mask in the alpha channel. |
albedoRoughB | True | SRGB (Alpha linear) | alba | The second albedo map with a roughness mask in the alpha channel. |
pattern | True | Linear | pt or mua |
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mixSpecular | True | Linear | mx | This is a linear map with a mixmap or height map in the red channel, this is used to blend between albedo maps. There is also also a specular mask in the green channel. The map is sampled at the two sets of UV resolutions and blended with a 60% bias towards the higher scaling. |
albedoRoughC | True | SRGB (Alpha linear) | alba | The third albedo map with a roughness mask in the alpha channel. |
normalA | True | Linear | nm | NormalMapA and NormalMapB are blended based on the calculated overall value from the weights set in Normal_Blends |
normalB | True | Linear | nm | |
splatterMap | True | Linear | spl | R: Blends from AlbedoA to AlbedoB G: Blends from the previous output to Albedo C B: Blends from the previous output to Albedo D. A: A baked shadow map. |
albedoRoughD | True | SRGB (Alpha linear) | alba | Note: At present you can not set this map in 3ds Max. The fourth albedo map with a roughness mask in the alpha channel. |
splatterOverlayMap | False | Linear | ova | This is an overlay map that can be applied to the splatter map to add fine details to the splatter map. The alpha channel is used as a specular mask. |