This is an alternative version of the Standard shader which allows for setting up of various blending techniques on each map as you desire.
This page gives technical definitions. For usage guide see: PBR - Using Standard Blend Shader
Shader Name
L2IBLSTANDARDBLEND
Configuration
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.
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- Function: Disabled, Switch, Overlay, Multiply, MultiplySquare, Additive, Subtract. Choose the blending method for albedo map.
- A Map: Enable or Disable the base Albedo Map.
- A UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar.
- B Map: Enable or Disable the alternative Albedo Map.
- B UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar
Detail Map
The Detail map can be applied to various data output. These options are configured further in the parameters section.
- Map: Enable or Disable the Detail Map.
- UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar
- Albedo: Enable Detail RGB to the Albedo output.
- Spec: Enable Detail Alpha to the Specular output.
- AO: Enable Detail Alpha to Ambient Occlusion output.
- Metallic: Enable Detail Alpha to Metallic output.
- Roughness: Enable Detail Alpha to Roughness output.
- Normal: Enable Detail Alpha to the Normal output.
AO Specular Map
- Map: Enable or Disable the AO Specular map.
- UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar
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- AlbedoTint
- ReflectionAt0Angle
- Specular: 1.0 is recommend default for most materials. For natural materials this may need reducing to around 0.5 depending on the nature of your specular maps.
- Metallic: Adjust overall Roughness, lower than 0.5 makes surfaces less metallic. Above 0.5 makes surfaces more metallic.
- Roughness: Adjust overall Roughness, lower than 0.5 makes surfaces smoother. Above 0.5 makes surfaces rougher.
- NormalShadowInflunce: Adjust the amount of influnce the normal map has on shadows cast onto this surface.
Detail
This section allows the configuration of how the Detail Alpha Channel effects each output.
For the RGB you can choose to use it as a detail map centred around 0.5, or use the alpha to just blend the decal in.
For each of Specular, AO, Metallic, Roughness and Normal you can setup a static base value, and then a blend value.
The blend setting acts as a multiplier onto the alpha channel to scale down the strength of the effect on a per data channel basis.
Emissive
Here we can configure in more detail the Emissive settings, setting up the strength of the effect and giving it a colour.
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Colour: A static colour to be applied to the effect
- Scalar: Configure the intensity of the effect
Textures
Name | Default | Type | Default File Type | Description |
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albedoMap | Enabled | SRGB (Alpha linear) | alb or alba | Albedo map, with optional opacity mask in alpha channel. |
albedoAltMap | Enabled | Linear or SRGB | alb, alba, mu, mua, ov, ova | The function map for Albedo. When using Switch or MultiplySquare this will be processed as an sRGB map. With other functions it is process linear. |
aoSpecular | Enabled | Linear | aos | The red channel is applied as a mask to Specular output. The green channel is applied as a mask to AO. |
metalRoughMap | Enabled | Linear | mr | The red channel is applied as a metallic mask. The green channel is applied to as a roughness mask. |
metalRoughAltMap | Enabled | Linear | mr | Second metallic roughness map is blended. |
normalMap | Enabled | Linear | nm | Base Normal map. |
normalAltMap | Enabled | Linear | nm | Second normal map is blended in. |
emissiveMap | Disabled | Linear | em or ema | When the Emissive Mask Map setting is set to:
This map is optional and you can apply the effects uniformly across the object with out it if you wish. |
blendMap | Disabled | Linear | bl | Note: It is not possible to set this map in 3ds Max - it must be configured from the Material Editor. Red channel uses to blend between materials. |
detailMap | Disabled | sRGB / Linear | dc or dca (sRGB) / ov or ova (Linear) | Detail map which is configured to effect other data. RGB applies to albedo with either a simplified overlay function or it can be blended in via alpha channel. Alpha channel acts as a mask to a multiply on other data using static values. |