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

Shader Name

L2IBLTERRAIN

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.

Maps Configuration

UV Control

Configure each map to use either UV_A, UV_B, UV_C, UV_D or WorldPlanar

Terrain Shader Options

Translucency (Experimental)

General Configuration

Parameters;

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. 

Normal_Intensity

This allows you to set the intensity of the normal map on a per albedo basis.

Normal_Blends

Here you can configure what blend of Normal A and Normal B is used for each albedo map.

Terrain

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.

Debug Blending

Configure the colours used when debug blending is enabled.

Translucency

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.

Textures

Name

Default

Type

Default File Types

Description

Name

Default

Type

Default File Types

Description

albedoRoughATrueSRGB (Alpha linear)albaThe first albedo map with a roughness mask in the alpha channel.
albedoRoughBTrueSRGB (Alpha linear)albaThe second albedo map with a roughness mask in the alpha channel.
patternTrueLinearpt or mua
  • This is a linear BC5 map with two overlay patterns.
  • The first in the r channel and the second in the g channel.
  • The two are blended by vertex alpha
  • It is possible to configure the channels with unique UVW.
mixSpecularTrueLinearmx

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.

albedoRoughCTrueSRGB (Alpha linear)albaThe third albedo map with a roughness mask in the alpha channel.
normalATrueLinearnm

NormalMapA and NormalMapB are blended based on the calculated overall value from the weights set in Normal_Blends

normalBTrueLinearnm
splatterMapTrueLinearspl

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.

albedoRoughDTrueSRGB (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.

splatterOverlayMapFalseLinearova

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.