EXTILE PLUS Non-repetitive tiling master materials and functions UE4.24-4.27,5.0
Extile Plus is primarily a randomization texture material setup for both geometric and organic patterned textures eliminating any tiling repetitions with ease. However over time it has grown to be more than just that and is now a complete suite of environment master materials using Unreal's layering system that can let you texture any environment project both non-repetitively and non-destructively to create a one stop material solution as used in all AAA studios.
*Extile was recently featured in the 2022 Venice Film Festival official selection of "Stay Alive My Son" a multi-award winning VR film made in Unreal and that used Extile exclusively in the creation of all of its environments.
V3.1 (UE5)
This is one of the biggest updates so far.
Firstly there's now a fully documented pdf help on all materials! Secondly I have rewritten a lot of the special materials to be more interrelated and easier to follow. I have also rearranged the examples in the level and regrouped the folders to match this new simplified philosophy. Last but not least I have rewritten parts of Extile Plus Master material and is now using a new organic randomization function that works with default settings on most surfaces as well as other refinements.
P.S Future updates will be in the UE5 version but you can still download the UE4 version.
HELP PDF
V2.9
Additional textured material layer that allows for quick addition of up to 4 channel packed masks plus fuzzy shading parameters in both texture layered materials.
V2.8
New material blend for layered materials using distance fields to calculate occluding meshes and create dynamic masks on intersecting meshes. You can do this on intersecting meshes as well as landscapes.
Implemented custom data primitives on certain parameters in material layers delineating the need to add more material instances for variations incurring no additional draw calls. For example you can use one material with infinite color variations in your scenes with no additional draw calls.
There's a new vertex mask blend with directional control and optional use of height mask from base layer to create height based vertex paint effects.
V2.7
Added material layer "band" blend (for creating edge dirt on top and bottom of surfaces like walls, floors etc) and new advanced color layer (both for use with material layers)
V2.6
This is a big one! Extile non-repetitive functions can now be used with Unreal's powerful and flexible layered material system. Using material layers you can now stack as many layers/masks as you want using the 11 X built in material blends. Great for creating non-destructive, non-repetitive workflows for any project -solo to professional!
Material layers have been enabled in the project settings under Rendering features. It is on by default from 4.26 and above (Video link below)
(*Also found in Exsite)
V2.5
Masking refinements in the special non-repetitive compact functions allowing for Z height and grout masking capabilities
V2.4
There's an Exbomb II now giving you even more options and possibilities
V2.3.1
+The "baby" of the family - Exbomb - in the special materials section now comes with added overlay layer and an additional material setup with optional wetness parameters.
V2.2
+Two new non-aligned patterned compact functions plus their master materials. The functions come in pairs for easy stacking and for non-conflicting naming conventions.
V2.1
+ Two new non-repetitive compact material functions and master materials with integrated masks, advanced color randomization (based on object position in Org) that optionally work with atlas textures and channel packed versions as well. The functions are very concise and therefore easy for more modular material setups.
+ One new Org-seamless function (a combination of two existing functions for special cases)
V2.0
EXTILE was created to eliminate the ugly repetitiveness associated with tiling textures. Using random algorithms it can eliminate repetitiveness in both geometric and organic type textures. EXTILE PLUS allows you to create many surface effects that would otherwise require more complicated workflows giving you endless possibilities with just one material and one texture set. A Special folder includes continuously updated advanced material creations using non-repetitive functions.
Features include: Staggered and non-staggered geometric randomization ability, seamless organic randomization materials, any color ID selection, atlas material functions used with randomization functions, grout definition and normal application, color effects, multiple cutout effects, backside surface with texture effects, texture-less random displacement effects, a UV pattern generator letting you create chevron style patterns and circular configurations, second texture set blend, height b
Extile Plus 主要是一种随机化纹理材质设置,适用于几何和有机图案纹理,轻松消除任何平铺重复。 然而,随着时间的推移,它已经发展得不仅仅如此,现在是一套完整的环境主材质,使用虚幻的分层系统,可以让您非重复且非破坏性地对任何环境项目进行纹理化,以创建一站式材质解决方案,例如 用于所有 AAA 工作室。
*Extile 最近入选了 2022 年威尼斯电影节官方评选的“Stay Alive My Son”,这是一部用虚幻制作的屡获殊荣的 VR 电影,并且在所有环境的创建中专门使用了 Extile。
V3.1(UE5)
这是迄今为止最大的更新之一。
首先,现在所有材料都有完整记录的 pdf 帮助! 其次,我重写了很多特殊材料,使其相互关联性更强,更容易理解。 我还重新排列了关卡中的示例,并对文件夹进行了重新分组,以符合这一新的简化理念。 最后但并非最不重要的一点是,我重写了 Extile Plus Master 材质的部分内容,现在正在使用新的有机随机化函数,该函数适用于大多数表面的默认设置以及其他改进。
P.S 未来的更新将在 UE5 版本中,但您仍然可以下载 UE4 版本。
帮助 PDF
V2.9
额外的纹理材质层,允许在两种纹理分层材质中快速添加最多 4 个通道封装蒙版以及模糊着色参数。
V2.8
分层材质的新材质混合使用距离场来计算遮挡网格并在相交网格上创建动态蒙版。 您可以在相交的网格和景观上执行此操作。
在材质层中的某些参数上实现了自定义数据基元,描述了为不产生额外绘制调用的变化添加更多材质实例的需要。 例如,您可以在场景中使用一种具有无限颜色变化的材质,而无需额外的绘制调用。
有一个新的顶点蒙版混合,具有方向控制和可选使用基础层的高度蒙版来创建基于高度的顶点绘制效果。
V2.7
添加了材质层“带”混合(用于在墙壁、地板等表面的顶部和底部创建边缘污垢)和新的高级颜色层(均与材质层一起使用)
V2.6
这是一件大事! Extile非重复功能现在可以与Unreal强大而灵活的分层材质系统一起使用。 使用材质层,您现在可以使用 11 X 内置材质混合来堆叠任意数量的层/蒙版。 非常适合为任何项目创建非破坏性、非重复的工作流程 - 单独到专业!
材质层已在渲染功能下的项目设置中启用。 从 4.26 及以上版本开始默认开启(视频链接如下)
(*也可在 Exsite 中找到)
V2.5
特殊非重复紧凑功能中的遮罩改进,允许 Z 高度和灌浆遮罩功能
V2.4
Exbomb II 现在为您提供更多选择和可能性
V2.3.1
+该系列的“宝贝” - Exbomb - 现在在特殊材料部分添加了覆盖层和具有可选湿度参数的附加材料设置。
V2.2
+两个新的非对齐图案紧凑功能及其主材料。 这些函数成对出现,以便于堆叠和不冲突的命名约定。
V2.1
+ 两个新的非重复紧凑材质功能和具有集成蒙版的主材质、高级颜色随机化(基于 Org 中的对象位置),也可以选择与图集纹理和通道打包版本一起使用。 这些功能非常简洁,因此易于进行更模块化的材料设置。
+ 一项新的 Org-seamless 功能(针对特殊情况的两个现有功能的组合)
V2.0
EXTILE 的创建是为了消除与平铺纹理相关的难看的重复性。 使用随机算法,它可以消除几何和有机类型纹理中的重复性。 EXTILE PLUS 允许您创建许多表面效果,否则需要更复杂的工作流程,只需一种材料和一组纹理即可为您提供无限的可能性。 特殊文件夹包含使用非重复功能不断更新的高级材质创作。
功能包括:交错和非交错几何随机化能力、无缝有机随机化材料、任何颜色 ID 选择、与随机化功能一起使用的图集材料功能、灌浆定义和正常应用、颜色效果、多重剪切效果、具有纹理效果的背面、纹理 -更少的随机位移效果,UV图案生成器可让您创建V形图案和圆形配置,第二个纹理集混合,高度b
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