M.tbumpenv is a bump mapped environment reflective material. Reflection = Per-texel blend strength of the reflection can be controlled via the diffuse texture's alpha channel. The example asset is a "rust" type material.
View the tutorial video on tbumpgloss HERE and download an example asset HERE to drop into Trainz to see what effect can be created using this material. M.tbumpgloss is a bump mapped reflective material. Specular = Per-texel specular strength can be controlled via the normal texture's alpha channel. Opacity = Per-texel opacity can be controlled via the diffuse texture's alpha channel.
M.onetex is a diffuse texture mapped material. Opacity = Uniform opacity can be controlled in the material settings. This is a legacy material, and should only be used where compatibility with older versions of Trainz is required. It is recommended that the PBR materials are used instead. They are not PBR materials and offer the content creator less control over the end result.
The material types here are intended for backwards-compatibility with older versions of Trainz. grass vs rocks vs mud) rather than to simulate texture detail. For best performance and visuals, blending should be reserved for actual changes in surface material (eg. Current-generation ground materials are high resolution and should not tile noticeably. Overuse of this approach may induce substantial blurriness and reduce performance. Historically, this capability was used extensively to help hide the fact that ground textures were low resolution and tiled heavily. Surveyor allows the user to paint multiple layers of ground texture with automated blending. It is not possible to override the ground texture material. KIND Groundtexture assets make use of a custom material which offers features equivalent to m.pbrmetal. This is intended for use with Clutter Effect Layers. M.clutter gives similar results to m.pbrmetalmasked but adds support for cross-faded LOD transitions and does not include support for parallax mapping. CDP example files visit the m.glass page and look under the example section. This enables glass-like substances to be rendered but has a number of peculiarities that make it inappropriate for other purposes.įor. CDP example files visit the m.pbrmetaldetail page and look under the example section. M.pbrmetaldetail gives identical results to m.pbrmetal but adds support for a detail map.įor. CDP example files visit the m.pbrmetalmasked page and look under the example section. M.pbrmetalmasked gives identical results to m.pbrmetal but adds masked opacity support.įor. CDP example files visit the m.pbrmetal page and look under the example section. This should be considered the starting point for any Trainz content creation which has no special needs.įor. M.pbrmetal is a generic opaque PBR material. It is recommended that content creators read up on the subject before attempting to configure Trainz materials. PBR and the Metallic/Roughness workflow are discussed in great detail online, with a number of freely available presentations and demonstrations ranging from beginner material to advanced math. All materials are expressed in these terms, or (in the case of legacy materials) are converted into these terms using a best-effort approximation. Trainz uses a Metallic/Roughness style PBR workflow. (Note: in modern Trainz, the "m" may be omitted to leave "name.type" rather than the unsightly "namem.type".)įor more info about configuring materials see Exporting with 3D Studio Max. In creation programs which do not support the period (".") character within a user-supplied material name, the underscore character ("_") may be used instead. Material type names in Trainz are not case sensitive. Autodesk 3ds Max, it is not implied by the configuration of the material. The material type is manually appended to the name of the material within the creation program eg. The material type is one of a set of supported types defined below, eg. A material name consists of a creator-supplied given name and a material type suffix.