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.

Albedo Map

AO Specular Map

Metal Rough Map

Normal Map

Emissive / Retro Reflector

Blend Settings

There is a range of options for configuring how to blend between the configured materials.

General Configuration

Parameters

Base_Material

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.

UV_Scale

This dialogue allows the scaling of the selected UV for any maps present.

Material_Adjust

This section allows the adjustment of final output of the material. 

Emissive

Here we can configure in more detail the Emissive settings, setting up the strength of the effect and giving it a colour.

Retro Reflector

Here we can configure the Retro Reflector effect, which allows us to set the brightness of reflected light from headlights.

Textures

Name

Default

Type

Default File Type

Description

albedoMapEnabledSRGB (Alpha linear)alb or albaAlbedo map, with optional opacity mask in alpha channel.
albedoAltMapEnabledLinear or SRGBalb, alba, mu, mua, ov, ovaThe function map for Albedo. When using Switch or MultiplySquare this will be processed as an sRGB map. With other functions it is process linear.
aoSpecularEnabledLinearaos

The red channel is applied as a mask to Specular output.

The green channel is applied as a mask to AO.

metalRoughMapEnabledLinearmr

The red channel is applied as a metallic mask.

The green channel is applied to as a roughness mask.

metalRoughAltMapEnabledLinearmrSecond metallic roughness map is blended.
normalMapEnabledLinearnm

Base Normal map.

normalAltMapEnabledLinearnmSecond normal map is blended in.
emissiveMapDisabledLinearem or ema

When the Emissive Mask Map setting is set to:

  • Mask_RG (em) is used a single greyscale channel mask for the Emissive (Green Channel) and Retro Reflector (Red Channel) functionality.
  • Mask_RGBA (ema) is used as a colour mask for the Emissive map, and the Retro Reflector settings can be masked out by the alpha channel.

This map is optional and you can apply the effects uniformly across the object with out it if you wish.

blendMapDisabledLinearbl

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.