Number of Unique Materials and Material Instances: 11

Number of Textures: 32

Texture Resolutions: 4096×2048 Cubemaps. 4096×4096/4096×2048 Interior Textures. Other texture range from 512 – 2048.

 

Supported Development Platforms:

Windows: (Yes)

Mac: (Yes)

 

Important/Additional Notes:

  • The automatic random function can automatically transform random effects based on world positions. This function requires a specific UV distribution to be created in the DCC application: each window occupies a 0-1 UV space, and the UV cannot be repeated, that is, horizontally arranged windows are distributed in U direction 0-1, 1-2, 2-3, etc., and vertically arranged windows are distributed in V direction 0-1, 1-2, 2-3, etc.
  • Through this method, a large number of building windows can be represented with one parallax map and one material instance, saving resource consumption.
  • Parallax Interior Cubemap Material requires adjusting UV for each window and is suitable for individual room windows or modular buildings. It excels in depicting residential buildings as well as medium to close-range architectural views. For commercial office buildings or large-scale medium to long-range architectural landscapes, you may consider using the asset: Building Interior Cubemap Material Function. It is more suitable for single-model buildings (such as Kitbash 3D models) and can better represent the continuous lighting effects of commercial office buildings at night.

唯一材质和材质实例数:11

纹理数量:32

纹理分辨率:4096×2048立方体贴图。 4096×4096/4096×2048内部纹理。 其他纹理范围从512-2048。

 

支持的开发平台:

视窗:(是)

Mac:(是)

 

重要/附加注意事项:

  • 自动随机功能可以根据世界位置自动转换随机效应。 此功能需要在DCC应用程序中创建特定的UV分布:每个窗口占用0-1UV空间,UV不能重复,即水平排列的窗口分布在U方向0-1、1-2、2-3等。,且垂直排列的窗沿V方向分布0-1、1-2、2-3等。
  • 通过该方法,可以用一个视差图和一个材质实例来表示大量的建筑窗口,节省了资源消耗。
  • Parallax Interior Cubemap材质需要为每个窗口调整UV,适用于单独的房间窗户或模块化建筑物。 它擅长描绘住宅建筑以及中近距离的建筑景观。 对于商业办公楼或大型中远程建筑景观,您可以考虑使用该资产: 建筑内部立方体贴图材质功能. 它更适用于单模型建筑(如Kitbash3D模型),可以更好地表现商业办公楼在夜间的连续照明效果。










Automated randomly arranged parallax window material, applicable to movies, architectural visualizations, games and other projects. Using a single material instance can achieve window effects for multiple buildings, balancing quality and resource consumption, saving work and performance in making interior rooms.

  • Customizable Parameters: Customizable glass color, reflection effect, window frame texture, lighting effect, and interior texture.
  • Random Arrangement: Interior textures, curtains, and lighting effects are automatically arranged randomly to avoid duplication.
  • Material Combination: Can be used for individual windows or multiple windows combined using a single material, reducing resource consumption.
  • Material Function: Independent interior parallax map material function, can add interior parallax effect to existing materials, with rich interior parameter adjustments.
  • Interior Textures: A total of 8 sets of realistic interior textures, each with 2 different lighting effects for day and night. 1 4K multi-room combined interior texture (single room resolution 1K). 8 4K single-room interior textures (single room resolution 2K). 6 window frame textures. 1 4-in-1 curtain texture.

Video:https://youtu.be/lnJCc7nKo4Q

Tutorial:https://youtu.be/hnN3bSWfs-0

Tutorial2:https://youtu.be/x6-SgYmUTBM

8-23-2024 Update: Changed some file names and paths to match the product: Parallax Interior Cubemap Material – Bedroom

6-9-2023 Update: Updated the random algorithm to prevent random anomalies caused by coordinates being too far from the origin.

自动随机排列视差窗口材质,适用于电影、建筑可视化、游戏等项目。 使用单个材质实例可以实现多个建筑物的窗口效果,平衡质量和资源消耗,节省制作室内房间的工作和性能。

  • 可定制的参数:可定制的玻璃颜色,反射效果,窗框纹理,照明效果和内部纹理。
  • 随机排列:内部纹理,窗帘和灯光效果自动随机排列,以避免重复。
  • 材质组合:可用于单个窗口或使用单一材质组合的多个窗口,减少资源消耗。
  • 材质功能:独立的内部视差图材质功能,可为现有材质添加内部视差效果,具有丰富的内部参数调整。
  • 内饰纹理:共有8套逼真的内饰纹理,每套都有2种不同的白天和黑夜照明效果。 1 4K多房间组合内部纹理(单间分辨率1k)。 8个4k单间室内纹理(单间分辨率2K)。 6窗框纹理。 1个4合1窗帘纹理。

短片:https://youtu.be/lnJCc7nKo4Q

教程:https://youtu.be/hnN3bSWfs-0

导师2:https://youtu.be/x6-SgYmUTBM

8-23-2024更新:更改了一些文件名和路径以匹配产品:Parallax Interior Cubemap Material-Bedroom

6-9-2023更新:更新了随机算法,防止坐标离原点太远造成的随机异常。

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