his section serves the purpose of explaining how to use PBR in rFactor2. There are a range of practical examples for how the shaders can be used, as well as tying in information to be found elsewhere.

Workflow Overview

With the introduction of PBR, we are now making use of new tools and different workflows. So it's important to make yourself familiar with those.

With regards to authoring textures. It is now recommended to output TGA files in a MapsSource folder, which can then be converted using a tool.

Previously the workflow was to setup materials in 3ds Max and forget about them after export. That has now changed.

Now we have the basics setup, we can load the scene in ModDev or the SceneViewer, and configure our materials and fine tune textures in real time.

PBR Basics

Maps

Coming from a non PBR background there are now 2 extra inputs, and the way previous inputs are handled is different too. Beneath is a brief overview of these basics, but you can find out much more at PBR - An Introduction / Authoring Guide.

Typically we pack multiple channels of data into the same texture. For instance an "MR" or Metallic Roughness texture takes the Metallic in the red channel and the Roughness in the green channel. Typically to avoid texture artifacting we can store 2 channels of texture data in a single map, or a full rgb texture with an optional channel of extra data in the alpha channel. You can see more details of the way we pack textures in the Naming Conventions article, and the Maps Converter tool can automatically convert the texture using the correct DDS format based on the file naming.

Probes

In PBR accurate placement of probes is super important. When I say probes there are two types. Firstly there are ambient probes and secondly there are static mappers which are used to calculate the specular reflections.

Further explanation reference:

Using Shaders

Introduction

This section sets about practical tips for using the shaders, how to achieve certain things, and what to look out for.

At present we have 5 PBR Shaders, and they are configurable to large degrees, allowing you to enable and disable maps, functionality and change many settings. You can find the technical documentation for them here: Shader Definitions.

Before starting this section it's a good idea to make sure you are familiar with the basics of the Material Editor.

Note all configuration and parameter options should have tool tips to help you out with an extra hint about their purpose.

Firstly lets start by looking at the common options we have in the Material Editor which are common through out all materials.

Shader Configuration

Firstly we have the shader configuration. These are settings which fundamentally rebuild the shader and create a unique variant with your chosen combination.

Here we have each map with it's own sub section, and you can enable or disable that map, configure which UV data it uses and there can be other options related to that map. Such as what blending it might use, or if you wish to use this data from another source. For example when you disable the Metal Rough map, then a check box will appear allowing you to enable using the Albedo Alpha channel for Roughness input.

When configuring the UV you can choose from any of the 3 or 4 channels of data exported with the mesh (Only 3 sets of usable data are exported when you export an object with Billboarding), or use WorldPlanar which takes a top down mapping from the world co-ordinates of the object. For more information on UVW see: 3ds Max GMT file UVW Export

Only enabled maps are displayed in the Textures area at the bottom of the page.

At the bottom of this section are more general options, on the Standard shader there is a translucency section which you can enable. This allows the configuration of how much light bleeds through the object.  And also there is some generic material options at the end, allowing to enable or disable receiving shadows, billboarding features and what to do with Vertex Color and Alpha.

When you change settings in this area, you must hit apply before you can edit the sections before.

Parameter Configuration

Parameters are grouped up into areas for their common purpose. Here we will take a look at two common areas which appear on all shaders and what these options allow you to do.

UV Scale

In addition to being able to select the actual UV data in the Shader Configuration, we can also scale that chosen UV data as we please. This effectively means even with the most complex of shader we should be able to give unique mapping to all maps if required. This can help greatly with the advanced blending options of the terrain shader to reduce noticeable tiling patterns.

Material Adjust

Material Adjust panel is also present in all shaders and offers us the ability to adjust the final output after all inputs, as well as a few general parameters.

Textures

In the textures section, we can assign maps only at present. The more advanced options do not work yet. Please note the Material Editor may show more maps than you can assign in 3ds Max, and it is required to assign them here in order for the shader to work correctly.

Note that only maps enabled in the Shader Configuration are shown.

Shaders In Depth

The final part of this guide shows some possibilities for the different shaders and hints and tips for different things you can achieve. Each shader has it's own sub-page for these purposes though.