Complete & Accessible AAA-Grade Landscape Texturing for Unreal Engine 4-5

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PANORA|make 是一个单人项目,旨在成为虚幻引擎最易于使用和最完整的景观纹理解决方案。

无论您的工作流程如何,PANORA|make 都可以成为一个很好的补充。无论您是初学者还是专家,无论您是否遵循特定的工作流程,这个插件都会节省很多时间,只将创作本身作为主要焦点。

它使用基于蒙版的无损工作流程来自动绘制其材质,并允许您手动绘制它们。这些面具是由您制作的,通过使用过滤器和噪声,您可以添加、减去、相乘以创建您想要的结果。

在 Freelancer & Studio 许可中,预设包含多个生物群系,它们是自动材质及其可绘制子层的组合。您还可以访问校正层,它允许在所有生物群系之上绘制材料。例如,您可以绘制沙漠和森林区域,每个区域都有自己的规则和面具!

它的旗舰功能是:

易于理解的分层工作流程
PANORA|make 使用了一个非常易于理解的分层材料工作流程,然后使用用户创建的蒙版将其应用于景观。它们也可以使用默认的山水画工具手动应用。用户只需单击即可将高级效果应用于材质本身,例如三平面映射、UV 破坏、视差遮挡映射、基于距离的 UV 缩放。

自己的自定义界面
界面是使用 PANORA|Make 的核心组件,无需滚动数百条实例行即可使用其广泛的功能。它还允许更符合人体工程学和全面的布局以及额外的功能,如导入纹理的自动转换、从其他材料导入的能力、指导用户创建实例等。

蒙版生成器和链接
蒙版生成器允许用户根据过滤器或噪声制作自己的蒙版,然后可以一起添加/相乘/相减。也有可能用法线贴图打破顶点遮罩以获得更自然和随机的结果。其中一个过滤器是 Splatmap Importer,允许用户从 World Machine 或其他软件快速导入 splatmap,并将其 RGB 通道之一用作遮罩。

也可以在不同子层之间链接过滤器,仅在另一个子层定义的区域上应用噪声,排除从另一个子层的掩码中定义的区域等。(例如:仅在地形的坡度等)

您可以将蒙版链接视为 Substance Painter 中的锚点,它基本上是相同的工作流程。

混合缓存系统
该格局支持运行时虚拟缓存,允许用户从最终格局中获得更多性能。如果在一个子层上需要动态功能(例如基于距离的 UV 缩放),则可以将其从缓存中排除。

这一切都归结为选择和让用户做出自己权衡的能力。

完全集成的 Atlas 支持
由于该工具允许多个 Biomes(仅限 Freelancer 和 Studio 许可证),因此完全集成了一个 atlas 系统,允许最终用户将纹理组合到一个文件中,以减少使用的纹理对象数量(最多 64 个虚幻。)这些图集仍然可以使用诸如三平面映射、UV 分解之类的 UV 操作,并且仍然保留它们的 mipmap,用户可以通过设置来更改图集的应用方式。

Artstation – PANORAmake – Complete & Accessible AAA-Grade Landscape Texturing for Unreal Engine 4-5

Info:
PANORA|make is a single-person project aiming to be the most accessible and complete landscape texturing solution for Unreal Engine.

Regardless of your workflow, PANORA|make can be a great addition to it. Whether you are a beginner or an expert, following a specific workflow or not, this plug-in spares a lot a time leaving only the creation itself as the main focus.

It uses a non-destructive mask-based workflow to automatically paint its materials as well as allowing you paint them manually. These masks are made by you, by using filters and noises that you can add, subtract, multiply by each other to create the result you want.

On the Freelancer & Studio licenses there are presets containing multiple Biomes, which are the combinaison of the Auto Material and its paintable Sub-Layers. You also have access to Correction Layers which allows to paint materials on top of all the biomes. So you can for example paint a desert and a forest area, each with their own sets of rules and masks !

Its flagship features are:

Easy to understand Layered Workflow
PANORA|make uses a very easy to understand layered materials workflow, which are then applied on the landscape using masks created by the user. They can also be applied manually with the default Landscape painting tools. The user can apply advanced effects to the materials themselves like Triplanar Mapping, UV Breaking, Parallax Occlusion Mapping, Distance-Based UV Scaling with just a click.

Its own Custom Interface
The Interface is a core component of using PANORA|Make, allowing to use its extensive features without having to scroll hundreds of Instance lines. It also allows a much more ergonomic and comprehensive layout along with extra features like the Auto-Converting of the imported textures, the ability to import from other materials, guiding the user through the creation of an Instance, etc.

Mask Builder & Linking
The Mask Builder allows the user to make its own masks based on Filter or Noises, which can then be Added/Multiplied/Subtracted together. There is also the possibility of breaking the Vertex Masking with a normalmap to get a more natural and random result. One of the filters is a Splatmap Importer, allowing the user to quickly import a splatmap from World Machine or other software and use one of its RGB channels as a mask.

It is also possible to link filters between different Sub-Layers, to apply noises only on a zone defined by another Sub-Layer, exclude a zone defined from the mask of another Sub-Layer, etc. (Example : apply a noise only on the slopes of a terrain, etc.)

You can think of the mask linking as the anchor points in Substance Painter, it is basically the same workflow.

Hybrid Caching System
The landscape supports Runtime Virtual Caching, allowing the user to get more performance out of the final landscape. If there is need for a dynamic feature like Distance-Based UV Scaling on one Sub-Layer, it can be excluded from caching.

It all comes down to choice and the ability to let the user make his own tradeoffs.

Fully integrated Atlas support
Since the tool allow for multiple Biomes (Freelancer & Studio licenses only), an atlas system is fully integrated to allow the end user to group textures together on a single file to reduce the number of Texture Objects used (64 Maximum on Unreal.) These atlases can still use UV Operations like Triplanar Mapping, Breaking of the UVs, and still keep their mipmaps, the user has settings to change how the atlasses are applied.

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原创文章,作者:steven,如若转载,请注明出处:https://rr3d.cn/37702.html

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