代码插件 PANORAImake - Complete & Accessible AAA-Grade Landscape Texturing 4.26-4.27,

Unreal插件信息
插件名称: PANORAImake - Complete & Accessible AAA-Grade Landscape Texturing
官网地址: https://www.unrealengine.com/marketplace/zh-CN/product/19403327b614488ea0db4dcdde3ab649
版本: 4.26-4.27,5.0
解压密码:
引擎版本: UE4 UE5 
素材类型: 代码插件






















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.

Some presets contain multiple Biomes depending on the license, which are the combinaison of the main Auto layer 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 !

(See here for more details about the Licenses and here about the biomes.)

Basically, it's a very flexible and powerful Landscape auto-material creator, tailored to suit as much use cases as possible.

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.

Try out the Free Demo and see for yourself ! You can find the full documentation here and a packed Winter Demo here. No assets are included, access to the plugin itself is what's sold !

NOTE : It is possible to upgrade a license to a Studio one after is has been purchased. Please reach out if you'd want to upgrade your license.


PANORA|make 是一个单人项目,旨在成为虚幻引擎中最易用、最完整的景观贴图解决方案。

无论您的工作流程如何,PANORA|make 都能为您的工作流程锦上添花。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,该插件都能为您节省大量时间,使您只需专注于创建本身。

它使用基于遮罩的非破坏性工作流程来自动绘制材质,也允许你手动绘制。这些遮罩由您自己制作,使用滤镜和噪音,您可以对它们进行添加、减除或相乘,以创建您想要的效果。

有些预置包含多个生物群落(取决于许可证),它们是主自动图层和可涂抹子图层的组合。您还可以使用 "修正层",在所有生物群落的顶部绘制材质。例如,您可以绘制沙漠和森林区域,每个区域都有各自的规则和遮罩!

(有关许可证的更多详情,请参阅此处,有关生物群落的更多详情,请参阅此处)。

基本上,它是一款非常灵活且功能强大的景观自动素材创建工具,可以满足尽可能多的使用场景。

它的主要功能包括
易于理解的分层工作流程
PANORA|make 使用非常易于理解的分层材质工作流程,然后使用用户创建的遮罩将其应用到景观上。也可以使用默认的景观绘画工具手动应用。用户只需点击一下,就能将三平面贴图、UV 破坏、视差闭塞贴图、基于距离的 UV 缩放等高级效果应用到材质本身。

自定义界面
界面是使用 PANORA|Make 的核心组件,用户无需滚动数以百计的实例行即可使用其丰富的功能。它还提供了更符合人体工程学和更全面的布局,以及额外的功能,如自动转换导入的纹理、从其他材质导入的能力、指导用户创建实例等。

蒙版生成器和链接
遮罩生成器允许用户根据滤镜或噪音制作自己的遮罩,然后将其添加/相乘/相减。还可以使用法线贴图打破顶点遮罩,以获得更自然、更随机的效果。其中一个滤镜是泼溅图导入器,允许用户从 World Machine 或其他软件中快速导入泼溅图,并使用其中一个 RGB 通道作为遮罩。

还可以在不同子图层之间链接过滤器,如仅在另一个子图层定义的区域应用噪点,排除另一个子图层掩码定义的区域等(例如:仅在地形的斜坡上应用噪点等)。

您可以将遮罩链接视为 Substance Painter 中的锚点,其工作流程基本相同。

混合缓存系统
景观支持运行时虚拟缓存,允许用户从最终景观中获得更多性能。如果需要在一个子图层上使用基于距离的 UV 缩放等动态功能,则可以将其排除在缓存之外。

这一切都取决于用户的选择和自行权衡的能力。

完全集成的图集支持
由于该工具允许使用多个生物群落(仅限自由职业者和工作室许可),因此完全集成了图集系统,允许最终用户在单个文件中将纹理组合在一起,以减少使用的纹理对象数量(在虚幻中最大为 64 个)。这些图集仍然可以使用 UV 操作(如 Triplanar Mapping、UV 打破),并仍然保留其 mipmaps,用户可以设置更改图集的应用方式。

请试用免费演示版并亲自体验!你可以在这里找到完整的文档,在这里找到完整的冬季演示。不包含任何资产,插件本身的访问权限才是出售的内容!

注意:购买许可证后可以升级为 Studio 许可证。如果您想升级许可证,请联系我们。





作者 cg小白兔 发表于 2024-1-11 11:38:59
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