Technical Details

Features:

  • 1 Master-material
  • Total 15 Unique Rooms
  • 30 Instance Materials
  • 3 Midground Layers
  • Curtain Layer
  • Night and Day Versions
  • 2K resolutions
  • Comes in Room sizes Large, Medium and Small
  • Folder structure and Sample Level setup for easy integration

Number of Unique Materials and Material Instances:

30

Number of Textures:

30

Texture Resolutions:

2048px by 2048px

Supported Development Platforms:

Windows: Yes

Documentation:

hello@wparallax.com

wparallax.com

Content Images inside the wParallax EXR maps:

wParallax maps contain dozens of rendered assets, that were 3d objects transferred to 2d. Under the licensing of the providers, this content and workflow is allowed.

CC0 Content used in some of wParallax products, comes from the following sites:

1 – https://cc0textures.com/

2 – https://hdrihaven.com/hdris/

3 – https://pexels.com

4 – https://rawpixel.com

*wParallax is not responsible for any damage that might result from this product.

技术细节

特征:

  • 1主材料
  • 共有15间独特客房
  • 30实例材料
  • 3个中层
  • 窗帘层
  • 日夜版本
  • 2k分辨率
  • 房间尺寸大、中、小
  • 文件夹结构和示例级别设置,便于集成

唯一材质和材质实例数:

30

纹理数量:

30

纹理分辨率:

2048px by2048px

支持的开发平台:

Windows:是的

文件:

hello@wparallax.com

wparallax.com

WParallax EXR地图内的内容图像:

wParallax地图包含数十个渲染资源,这些资源是传输到2d的3d对象。

在一些wParallax产品中使用的CC0内容来自以下网站:

1-https://cc0textures.com/

2-https://hdrihaven.com/hdris/

3-https://pexels.com

4-https://rawpixel.com

*wParallax对此产品可能造成的任何损坏概不负责。








Finally, wParallax EXR maps are compatible inside Unreal Engine with a custom new Shader!

  • Show / Hide multiple midgrounds and curtain layer
  • Make longer parallax spaces without distortion
  • Choose between day and night maps for the same room.
  • Resolution 2K (2048px by 2048px)

Try the Free Scene to see how it works: Download Here

Video showcasing the effect and textures: Here and here

Important/Additional Notes:

Marko Margeta is the original developer of the Interior Mapping Shader based on OSL shader by Julius Ihle, that uses cross layout cubemap as an alternative to Unreal’s interior cubemap.

https://www.unrealengine.com/marketplace/en-US/product/interior-mapping-shader

Naming convention and setup adjusted to work with textures from wParallax (https://wparallax.com/).

Based on the OSL-shader from Julius Ihle (https://julius-ihle.de) and extended with additional features.

最后,Wparallax EXR贴图在虚幻引擎中与自定义新着色器兼容!

  • 显示/隐藏多个中间区域和窗帘层
  • 制作更长的视差空间而不失真
  • 在同一个房间的白天和黑夜地图之间进行选择。
  • 分辨率2k(2048px by2048px)

试试免费的场景,看看它是如何工作的: 从这里下载

视频展示效果和纹理: 这里 这里

重要/附加注意事项:

Marko Margeta是Julius Ihle基于OSL着色器的内部映射着色器的原始开发人员,该着色器使用交叉布局立方体贴图作为虚幻内部立方体贴图的替代品。

https://www.unrealengine.com/marketplace/en-US/product/interior-mapping-shader

命名约定和设置调整为使用wparallax的纹理(https://wparallax.com/)。

基于Julius Ihle的OSL-shader(https://julius-ihle.de)并扩展了额外的功能。

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