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- Map: Enable or Disable the Overlay Map.
- UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar
- Use Mask: Use the Overlay Mask Map input to blend out the overlay map.
Decal Map (Road Shader Only)
- Map: Enable or Disable a Decal Map.
- UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar
Groove Mask (Only available when RealRoad Groove is enabled)
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- Map: Enable or Disable the Normal map.
- UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar
- Alt Normal Map: Enable or Disable a second Normal map.
- Alt UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar
Blend Wet Mask
- Map: Enable or Disable the Blend Wet mask map.
- UV: UV_A, UV_B, UV_C, UV_D or WorldPlanar
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This configures the values which get blended out by the Overlay Mask, with options for AO, Specular and Roughness.
Decal (Road Shader)
This configures the strength that the decal map is applied to the road albedo. There is a second option to configure how much of the detail map shows through when this is applied. This allows you to fade out asphalt details with road lines for example.
Albedo_Blend (Curb Shader)
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- OverallScale (Overall maximum blend on dusty areas)
- MarbleScale (Maximum dust blend on areas with marbles)
Textures
Road Shader
Name | Default | Type | Default File Types | Description |
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albedoMap | Enabled | SRGB (Alpha linear) | alb, alba | The low frequency albedo map with a roughness mask in the alpha channel. This map covers the entire spread of the road. |
overlayMap | Enabled | Linear | ov, ova | The high frequency overlay map. RGB is applied to the albedo and A is applied to the roughness. |
grooveMap | Enabled | Linear | gr | This is a two channel mask for the racing line groove. The red channel is applied during the first 50% of race groove development. And the green channel is applied during the second 50% of race groove development. The maximum value from the two channels is used as a mask for the GrooveAlbedo parameter. |
roadDetailsMap | Enabled | Linear | rdt | The road details map is used to blend in various details. Red: Dust Map, areas for dust to appear. Green: Race Groove Map, areas for a base level of groove to appear. Blue: Wear Map, this is applied onto the overlay mask to simulate asphalt being ground down. Alpha: Puddle Map. |
marbleDustMaskMap | Enabled | Linear | mdm | This map uses it's two channels to apply a marble effect and a dust effect. The marble effect is found in the red channel, and layered in through real road. The dust effect is found in the green channel and mixed in using a mixmap blend. Dust areas are painted in using the red channel of Road Details map. Dust will also appear under areas with marbles. This can be scaled by the parameter DustMarbleScale. |
aoSpecularMap | Enabled | Linear | aos | The red channel is applied as a mask to Specular output. The green channel is applied as a mask to AO. |
normalMap | Enabled | Linear | nm | |
blendWetMask | Enabled | Linear | bwm | Note: At present you can not set this map in 3ds Max The red channel here scales down how much of the overlay map is applied, aoSpecular map and normal map are used. The green channel is used as a wet mask to add finer detail to puddles. (Logic yet to be defined). |
decalMap | Disabled | Linear | ov | An overlay map centred around 0.5 which allows you to apply decals onto the road. |
altNormalMap | Disabled | Linear | nm | A second normal map with is overlayed onto the first one. |
Curb Shader
Name | Default | Type | Default File Types | Description |
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Name | Default | Type | Default File Types | Description |
albedoMap | Enabled | SRGB (Alpha linear) | alb, alba | The albedo map with a roughness mask in the alpha channel. This is typically a clean version of the curb. |
marbleDustMaskMap | Enabled | Linear | mdm | This map uses it's two channels to apply a marble effect and a dust effect. The marble effect is found in the red channel, and layered in through real road. The dust effect is found in the green channel and mixed in using a mixmap blend. Dust areas are painted in using the red channel of Road Details map. Dust will also appear under areas with marbles. This can be scaled by the parameter DustMarbleScale. |
grooveMap | Enabled | Linear | gr | This is a two channel mask for the racing line groove. The red channel is applied during the first 50% of race groove development. And the green channel is applied during the second 50% of race groove development. The maximum value from the two channels is used as a mask for the GrooveAlbedo parameter. |
roadDetailsMap | Enabled | Linear | rdt | The road details map is used to blend in various details. Red: Dust Map, areas for dust to appear. Green: Race Groove Map, areas for a base level of groove to appear. Blue: Wear Map, "prebaked" curb |
albedo blending. Alpha: Puddle Map. | ||||
albedoAltMap | Enabled | SRGB (Alpha linear) | alb, alba | An alternate albedo map with roughness mask in the alpha channel. This is typically a dirtier version of the base curb. |
aoSpecularMap | Enabled | Linear | aos | The red channel is applied as a mask to Specular output. The green channel is applied as a mask to AO. |
normalMap | Enabled | Linear | nm | |
blendWetMask | Enabled | Linear | bwm | Note: At present you can not set this map in 3ds Max The red channel here is a mix map used to blend in details more accurately. The green channel is used a wet mask to add finer detail to puddles. (Logic yet to be defined). |
normalAltMap | Disabled | Linear | nm | A second normal map which is switched to for the second albedo map. This allows the two textures to have different details which are blended in via wear. |