preview video with examples of settings: https://youtu.be/I0VhArdBsWk
Features:
- 7 unique PBR materials
- 4k-8k seamless textures on Diffuse Color
- Tessellation ready in all materials. (for UE4)
- High-quality displacements textures
- All materials are tiled
- Real-world based
- Materials use subsurface scattering.
Texture maps
- Base Color
- Normal
- Roughness
- Displacement
- Ambient Occlusion
- Subsurface intensity mask (on some materials)
- Snow Flakes mask
Number of Unique Materials and Material Instances: 1 master and 5 instances
Number of Textures: 39
Texture Resolutions: 8192x8192px for diffuse color (4096×4096 for others), 4096x4096px for diffuse color (2048×2048 for others)
Supported Development Platforms: Windows
使用设置示例预览视频: https://youtu.be/I0VhArdBsWk
特征:
- 7种独特的PBR材料
- 漫反射颜色上的4k-8k无缝纹理
- 镶嵌在所有材料中。 (适用于UE4)
- 高质量的置换纹理
- 所有材料都是平铺的
- 基于现实世界
- 材料使用次表面散射。
纹理贴图
- 基色
- 正常
- 粗糙度
- 流离失所;流离失所
- 环境光遮蔽
- 次表面强度掩模(在某些材料上)
- 雪花面具
唯一材质和材质实例数:1个主实例和5个实例
纹理数量:39
纹理分辨率:8192x8192px用于漫反射颜色(其他颜色为4096×4096),4096x4096px用于漫反射颜色(其他颜色为2048×2048)
支持的开发平台:Windows
Materials have a displacement map based on real world data (photogrammetry method), which gives the surfaces a realistic volume and texture. Pedestrian areas with footprints, forest snow-covered surfaces, grass covered with snow, etc.
Note: Dynamic Tessellation and Displacement technologies are no longer available in UE5.0-5.2. The material will be flat. In version 5.3, displacement is restored using nanites.
Each material has flexible parameters for customization: displacement height, different types of UVs tiling, normal bump intensity, color tint, subsurface intensity, glossy flakes (see video example).
All settings can be changed in the "Details" tab of each Material Instance.
Great for creating winter scenes. Both natural and urban.
材质有一个基于真实世界数据(摄影测量法)的位移图,它给表面一个真实的体积和纹理。 有脚印的步行区,森林积雪复盖的表面,被雪复盖的草地等。
注意:UE5.0-5.2中不再提供动态曲面细分和位移技术。 材料将是平坦的。 在版本5.3中,使用纳米粒子恢复位移。
每种材料都有灵活的定制参数:位移高度、不同类型的Uv平铺、正常凹凸强度、颜色色调、次表面强度、光泽片(见 短片 例)。
可以在每个材质实例的”详细信息”选项卡中更改所有设置。
非常适合创建冬季场景。 自然和城市。
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