Author Topic: How does skidmark (decals) macro maps work?  (Read 269 times)

The Very End

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So, I have been seeing that macro maps (looks like color maps used for blend texture) are a thing, which supports transparent textures (like c1 / c5 textures that cannot be used on blend materials), but I do not understand how they work. From the BB tracks it seems like the macro map is assigned to the refraction slot on materials in 3ds max, but if I follow this I still cannot get it to work. Also tried to assign the macro map to AO slot, as Blend maps uses this, yet no cookies.

Anyone know how to get this to work? Really like the idea of having ability to use blend maps / color maps / macro map on decals.