Features:
- 6 of the 15 texture sets include a ColorMask for up to 4 different color change options. These textures would be applied to the Texture Settings category of the Material Instance.
- The other 9 textures are suitable for general, non-directional blending between the Texture Settings inputs. While these do not include a Color Mask, you can still change their primarily color for more accurate texture blending between your splines and terrain. These textures would be applied to the Blend Settings category of the Material Instance. These textures can also be used for generic painted paths with the terrain material.
- Also included are 3 “Wetness” textures that allow you to override the Roughness textures found within the AORH maps. Just slide the “Roughness Intensity” setting to zero, and then increase the “Roughness Override Intensity” setting.
- Two-way texture blending that lets you paint unique details onto any of your spline meshes. Please note that your mesh will have to be somewhat subdivided for more accurate painting. More notes about this are found in the Overview map.
- The spline tessellation features allow you to get the most out of each texture – primarily the cobblestones – without sacrificing too much in performance. Included with this are optimization settings for the distance and multiplication (or subtraction) of tessellated polygons, all within the material instance.
More elaborate information can be found within the Overview map.
Texture Resolutions:
- 2048×2048
Number of Master Materials: 2 Master Materials, 58 Instances
Do Materials derive from a Master Material with instances as variation: Yes
Number of Textures: 54
Supported Development Platforms: Windows
Supported Target Build Platforms: Windows
特征:
- 15个纹理集中有6个包含一个颜色蒙板,可用于多达4个不同的颜色更改选项。 这些纹理将应用于材质实例的纹理设置类别。
- 其他9个纹理适用于纹理设置输入之间的一般非定向混合。 虽然这些不包括颜色蒙版,但您仍然可以更改其主要颜色,以便在样条线和地形之间进行更准确的纹理混合。 这些纹理将应用于材质实例的混合设置类别。 这些纹理也可用于具有地形材质的通用绘制路径。
- 还包括3个”湿性”纹理,允许您复盖在AORH地图中找到的粗糙度纹理。 只需将”粗糙度强度”设置滑动到零,然后增加”粗糙度复盖强度”设置。
- 双向纹理混合,让您在任何样条网格上绘制独特的细节。 请注意,为了更准确地绘制,您的网格必须稍微细分。 有关这方面的更多注意事项可在概览图中找到。
- 样条曲面细分功能允许您充分利用每个纹理(主要是鹅卵石),而不会牺牲太多的性能。 其中包含了对镶嵌多边形的距离和乘法(或减法)的优化设置,所有这些都在材质实例中。
更详细的信息可以在概述地图中找到。
纹理分辨率:
- 2048×2048的
主材料数量:2个主材料,58个实例
材质是否派生自具有实例作为变体的主材质:是
纹理数量:54
支持的开发平台:Windows
支持的目标构建平台:Windows
This pack includes 58 material instances that help you start creating trails and paths for your game. These instances utilize a combination of the 15 provided texture sets that you can use to blend and customize for a unique nature or cobblestone path that fits into any of your environments. Every texture set is composed of three textures: a Base Color, Normal, and AORH. 6 of the 15 texture sets also include a Color Mask for further customization within the material instance.
Video overview: https://streamable.com/op9yg
Each material instance is there to showcase some of the different settings you can input for certain kinds of surfaces and blending styles, but keep in mind that more variations other than what is showcased is possible. These styles include variations of snow, gravel, grass, cobblestone, dirt, sand, and mud.
These textures can easily be integrated into your own custom landscape material. However, if you do not have a landscape material, I have also provided one for you to start out with. While this pack’s primary focus is for use with splines, you can also use the included landscape material to paint simplified paths with these textures on the terrain itself.
The Blend Settings inputs within the instance are only visible on your mesh surfaces once you begin to vertex paint on them with the Color mode of Vertex Blending (Shift+2).
Note: An AORH texture is a composite of three different textures in one: Ambient Occlusion in the R channel, Roughness in the G channel, and Height in the B channel. This is to save you space.
此包包括58个材质实例,可帮助您开始为游戏创建轨迹和路径。 这些实例利用提供的15个纹理集的组合,您可以使用它们来混合和自定义适合任何环境的独特性质或鹅卵石路径。 每个纹理集都由三个纹理组成:基色、法线和AORH。 15个纹理集中有6个还包括一个颜色蒙版,用于在材质实例中进一步自定义。
短片概览: https://streamable.com/op9yg
每个材质实例都可以展示您可以为某些类型的曲面和混合样式输入的一些不同设置,但请记住,除了展示的内容之外,还有更多的变化是可能的。 这些风格包括雪,砾石,草,鹅卵石,泥土,沙子和泥浆的变化。
这些纹理可以轻松集成到您自己的自定义地形材质中。 但是,如果您没有地形材质,我也提供了一个供您开始使用。 虽然此包的主要重点是用于样条,但您也可以使用包含的地形材质在地形本身上使用这些纹理绘制简化路径。
实例中的混合设置输入只有在您开始使用顶点混合的颜色模式(Shift+2)对网格表面进行顶点绘制后才会在网格表面上可见。
注意:AORH纹理是三种不同纹理的合成:R通道中的环境光遮蔽、G通道中的粗糙度和B通道中的高度。 这是为了节省您的空间。
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