— Contains access to all modes (selectable when creating an Instance) :
Single = 1 BIOME made of 1 Base Layer + 12 Sub-Layers, and 4 Correction Layers; max. 17 different materials on an Instance.
Should be used for cross-platform projects; recommended for most cases.
Double = 2 BIOMES each made of 1 Base Layer + 7 Sub-Layers, and 2 Correction Layers; max. 16 different materials on an Instance.
Multi = 6 BIOMES each made of 1 Base Layer + 5 Sub-Layers, and 5 Correction Layers; max. 41 different materials on an Instance.
LINKS :
Documentation Link : https://sylvl.gitbook.io/panoramake-release/
Demo Version available here: https://drive.google.com/file/d/13eRPFh07NSd04L7eeTECdCjLuf33u1C5
Discord Server : https://discord.gg/3G59vKsbnP
YouTube : https://www.youtube.com/channel/UCilDXVMQb12k0FSmNKHYrUA
–包含对所有模式的访问(创建实例时可选择) :
单身人士 =由1个基础层+12个子层和4个校正层组成的1个生物群; 麦克斯 一个实例上的17种不同的材料。
应该用于跨平台项目;推荐用于大多数情况。
双倍 =2个生物群落,每个生物群落由1个基层+7个子层和2个校正层组成; 麦克斯 一个实例上的16种不同的材料。
多人 =6个生物群落,每个生物群落由1个基层+5个子层和5个校正层组成; 麦克斯 41实例上的不同材料。
连结 :
文档链接 : https://sylvl.gitbook.io/panoramake-release/
这里提供演示版本: https://drive.google.com/file/d/13eRPFh07NSd04L7eeTECdCjLuf33u1C5
不和谐服务器 : https://discord.gg/3G59vKsbnP
YouTube的 : https://www.youtube.com/channel/UCilDXVMQb12k0FSmNKHYrUA
FREE DEMO AT https://drive.google.com/file/d/13eRPFh07NSd04L7eeTECdCjLuf33u1C5
Need to create a specific Landscape Auto-Material without having to spend hours making a complicated shader?
PANORA|make is a plug-in made for artists, removing the need to go into the material graph and having its own easy-to-use interface, making iterations quick and simple.
Whether you are a beginner or an expert, PANORA|make spares a lot of 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 to 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.
PANORA|make uses an 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.
Unified Cross-Platform developement is available on the “Single” Instance Mode, making the same Material usable for both Low and High-End targets (GLES3.1 for Mobile and VR, and SM5/6 for Desktop).
Additional options are available, for keeping the number of total texture samplers under 16 (Hard limit for GLES 3.1 targets), to cut heavy features on Mobile but not on desktop, etc.
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.
The Mask Builder allows the user to make its own masks based on Filter or Noises, which can then be Added/Multiplied/Subtracted together. One of the filters is a Splatmap Importer, allowing the user to quickly import a splatmap from World Machine, Gaea 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.
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.
Try out the Free Demo and see for yourself ! You can find the full documentation here and videos here.
No assets are included, access to the plugin itself is what’s sold !
免费示范 https://drive.google.com/file/d/13eRPFh07NSd04L7eeTECdCjLuf33u1C5
需要创建一个特定的地形自动材质,而不必花费数小时制作复杂的着色器?
PANORA/make是一个为艺术家制作的插件,无需进入材质图,并拥有自己的易于使用的界面,使迭代快速和简单。
无论你是初学者还是专家,PANORA/make 节省了很多时间,只留下创作本身 为主要焦点。
它使用一个 基于掩码的非破坏性工作流 自动绘制其材料,以及允许您手动绘制它们。
这些面具是由你,通过使用过滤器和噪音,你可以添加,减去,相互乘以创建你想要的结果。
PANORA/make使用一个易于理解的分层材料工作流,然后使用用户创建的蒙版将其应用于地形。 它们也可以使用默认的山水画工具手动应用。 用户只需单击一下即可将高级效果应用于材质本身,如三平面映射、UV破坏、视差遮挡映射、基于距离的UV缩放。
统一的跨平台开发在”单一”实例模式下可用,使相同的材料可用于低端和高端目标(GLES3.1用于移动和VR,SM5/6用于桌面)。
其他选项可用于将总纹理采样器的数量保持在16以下(GLES3.1目标的硬限制),以减少移动设备上的繁重功能,但不在桌面上,等等。
该接口是使用PANORA/make的核心组件,允许使用其广泛的功能,而无需滚动数百个实例行。 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 自动转换导入的纹理, 从其他材料进口的能力, 引导用户完成实例的创建等.
蒙版生成器允许用户根据滤波器或噪声制作自己的蒙版,然后可以将其添加/乘/减在一起。 其中一个过滤器是 Splatmap导入器,允许用户 从世界机器快速导入splatmap,Gaea 或其他软件并使用其RGB通道之一作为掩码。
也可以 连结 不同子层之间的滤波器,以仅在由另一子层限定的区域上施加噪声,排除从另一子层的掩模限定的区域等。 (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。
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的性能。 如果在一个子层上需要动态特性,如基于距离的UV缩放,则可以将其排除在缓存之外。
这一切都取决于选择和选择。 让用户做出自己的权衡的能力。
试试免费的演示,看看自己! 你可以找到完整的文档 这里 和视频 这里.
不包括资产,访问插件本身是什么出售!
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