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The way this is shown is controlled by the grooveMap. This is a two channel mask for the groove. A base generator for this map exists in the Material Library at T:\Material_Library\Road Features\Groove\GrooveA\RaceGroove.sbs

Map acts as a mask for the effect, and the Albedo, Roughness, Specular and AO is all configured via Shader Parameters.

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We should limit this effect to drive able surfaces, and as before for it to be dynamic objects need to be prefixed with "RaceSurface".

Dust Effects

Via the red channel of the Road Details Map we can paint in areas that we wish dust to occur on the track by default. Dust will then be removed when cars drive over the section, and can be added in areas Marbles occur too.

This effect is profiled very similar to the way marbles are. The green channel of the Marble Dust Mask Map blends in the detail, and the material profile is setup in it's own parameter sectioncontains an opacity mask for the tiling dust pattern.

There are additional settings in the Dust parameter section where you can configure the visual profile (it's colour, AO, Specular & Roughness).

Additionally there are scalars to limit the overall maximum amount of dust, as well as how much dust should appear underneath areas where Marbles build up.

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  • In max, duplicate all road meshes and merge them.
  • Remove all UVW data, and then acquire a UVW map modifier in channel 1 with the same mapping as the RoadDetailMap uses.
  • Before you start vertex painting, you need to set all the vertices on the model to black (make sure you unhide all vertices as well to make sure you don't miss any).
  • Paint in Vertex Colour the areas you wish for dust, groove and wear to appear.
    • Use separate Red, Green and Blue vertex colour modifiers with add blending mode on the 2nd and 3rd ones.
    • Paint using brush with around 5m width
    • No need to be super accurate, this is an overall mask. We will add detail in substance.
  • Clone the multi material and convert to standard materials.
  • Export an FBX file of the object.

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