The terrain shader has a few modes available, with legacy support for the old styles of blending used on older tracks, as well as a newer splatterMap method.
This page gives technical definitions. For usage guide see: PBR - Using Terrain Shader
L2IBLTERRAIN
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.
Configure each map to use either UV_A, UV_B, UV_C, UV_D or WorldPlanar
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 allows you to set the intensity of the normal map on a per albedo basis.
Here you can configure what blend of Normal A and Normal B is used for each albedo map.
Configure the strength of Terrain Pattern Strength, on a map basis and overall, the Mixmap Bias value, and the strength of any Splatter Map overlay.
Configure the colours used when debug blending is enabled.
Configure the Power (how broad or refined the effect is) and Strength of the Translucency effect as well as setup scalars on a per albedo map basis.
Name | Default | Type | Default File Types | Description |
---|---|---|---|---|
Name | Default | Type | Default File Types | Description |
albedoRoughA | True | SRGB (Alpha linear) | alba | The first albedo map with a roughness mask in the alpha channel. |
albedoRoughB | True | SRGB (Alpha linear) | alba | The second albedo map with a roughness mask in the alpha channel. |
pattern | True | Linear | pt or mua |
|
mixSpecular | True | Linear | mx | This is a linear map with a mixmap or height map in the red channel, this is used to blend between albedo maps. There is also also a specular mask in the green channel. The map is sampled at the two sets of UV resolutions and blended with a 60% bias towards the higher scaling. |
albedoRoughC | True | SRGB (Alpha linear) | alba | The third albedo map with a roughness mask in the alpha channel. |
normalA | True | Linear | nm | NormalMapA and NormalMapB are blended based on the calculated overall value from the weights set in Normal_Blends |
normalB | True | Linear | nm | |
splatterMap | True | Linear | spl | R: Blends from AlbedoA to AlbedoB G: Blends from the previous output to Albedo C B: Blends from the previous output to Albedo D. A: A baked shadow map. |
albedoRoughD | True | SRGB (Alpha linear) | alba | Note: At present you can not set this map in 3ds Max. The fourth albedo map with a roughness mask in the alpha channel. |
splatterOverlayMap | False | Linear | ova | This is an overlay map that can be applied to the splatter map to add fine details to the splatter map. The alpha channel is used as a specular mask. |