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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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