小海盗 发表于 2025-3-20 15:10:25

PANORAImake - Complete & Accessible AAA-Grade Landscape Texturing 适配UE4.26-4















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,旨在成为虚幻引擎最易用、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,是否遵循特定的工作流程,此插件都可以节省大量时间,只关注创作本身。

它使用基于非破坏性蒙版的工作流程来自动绘制其材料,并允许您手动绘制它们。这些蒙版由您制作,使用过滤器和噪声,您可以将它们相加、相减、相乘以创建您想要的结果。

根据许可证,某些预设包含多个生物群系,它们是主自动层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。因此,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蒙版!

(有关许可证的更多详细信息请参见此处,有关生物群落的更多详细信息请参见此处。)

基本上,它是一个非常灵活且功能强大的景观自动材质创建器,可定制以适应尽可能多的用例。

其旗舰功能是:
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蒙版将其应用于景观。它们也可以使用默认的景观绘画工具手动应用。用户只需单击一下即可将高级效果应用于材质本身,例如三平面贴图、UV 破坏、视差遮挡贴图、基于距离的 UV 缩放。

它自己的自定义界面
界面是使用 PANORA|Make 的核心组件,允许使用其广泛的功能,而无需滚动数百行实例。它还允许更符合人体工程学和全面的布局以及额外功能,例如自动转换导入的纹理、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,然后可以将它们相加/相乘/相减。还可以使用法线贴图打破顶点蒙版,以获得更自然和随机的结果。其中一个过滤器是 Splatmap 导入器,允许用户从 World Machine 或其他软件快速导入 splatmap 并使用其 RGB 通道之一作为蒙版。

还可以在不同的子层之间链接滤镜,仅在由另一个子层定义的区域上应用噪声,从另一个子层的蒙版中排除定义的区域等。(例如:仅在地形的斜坡上应用噪声等)

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
景观支持运行时虚拟缓存,允许用户从最终景观中获得更高的性能。如果某个子层需要动态功能(如基于距离的 UV 缩放),则可以将其从缓存中排除。

这一切都取决于选择以及让用户做出自己的权衡的能力。

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 atlas 系统,允许最终用户将纹理组合到单个文件中,以减少使用的纹理对象数量(Unreal 上最多 64 个)。这些 atlas 仍然可以使用 UV 操作,如三平面贴图、UV 破坏,并且仍然保留其 mipmap,用户可以设置更改 atlas 的应用方式。

试用免费演示版,亲自体验!您可以在此处找到完整文档,并在此处找到打包的 Winter 演示版。不包含任何资产,插件本身的访问权限是销售的内容!

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




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