The Road Shader and Curb shaders are very similar. The road shader has a detail map in the second slot, where as the curb has an alternative albedo map which can be blended in.
This page gives technical definitions. For usage guide see: PBR - Using Road / Curb Shader
L2IBLROAD or L2IBLCURB
The details map is used to blend in effects such as puddles, dust or the blend between two albedo maps on Curbs (show more worn areas).
The Base Material parameter section allows the setting of static values when the map for one of the following is disabled in the Shader Configuration.
This dialogue allows the scaling of the selected UV for any maps present.
This section allows the adjustment of final output of the material.
This configures the values which get blended out by the Overlay Mask, with options for AO, Specular and Roughness.
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.
This configures how the albedo blend develops on curbs. You can configure the albedo map to blend more as the track grips in, as well as limiting the maximum blend from the prebaked data on a green track.
Configure the Albedo, AO, Specular and Roughness values for the Groove as it is blended in.
Configure the Albedo, AO, Specular and Roughness values for Marbles as they are blended in.
Configure the Albedo, AO, Specular and Roughness values for Marbles as they are blended in. Additional parameters:
Name | Default | Type | Default File Types | Description |
---|---|---|---|---|
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. |
Name | Default | Type | Default File Types | Description |
---|---|---|---|---|
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. |