* Disclaimer: Nanite Tessellation/Displacement does not currently seem to work on Mac or AMD graphics cards as of Unreal Engine 5.3. This is an engine issue, not related to EasyMapper.

Features: (Please include a full, comprehensive list of the features of the product)

  • World-Aligned Texture projection (No UV’s needed on any model).
  • Texture-driven Nanite displacement/tessellation, works with World-Aligned Projection.
  • Advanced Vertex Blending with height-masking, for natural-looking blends of up to 3 materials, and a Puddle layer can be enabled and painter with the Blue vertex color channel.
  • Supports both packed ARD (Megascans) and unpacked greyscale textures for mapping
  • Full texture adjustments, tiling, blend, and scale controls.
  • Displacement Contrast/Intensity Adjustments
  • Virtual Texture Support
  • Normal Intensity
  • Albedo Adjustments
  • Roughness Adjustments
  • Ambient Occlusion Adjustments
  • Triplanar Blend Contrast
  • Global Scale
  • Displacement, Vertex Color, and World-Aligned mapping are all toggleable.
  • Allows quick mapping of large scenes with ease, without worrying about UV stretching.
  • Test Scene included for learning.

Required Plugins: (For Vertex Painting as shown in the Documentation tutorial):

ModelingToolsEditorMode

StaticMeshEditorModeling

Number of Unique Materials and Material Instances: 9

Number of Textures: 34

Texture Resolutions: 4096×4096, 2048×2048, 16×16

Supported Development Platforms:

Windows: Yes

Mac: Not Tested

Documentation: https://youtu.be/UWrCA-t0v3U

*免责声明:截至虚幻引擎5.3,Nanite曲面细分/位移目前似乎不适用于Mac或AMD显卡。 这是一个引擎问题,与EasyMapper无关。

特点:(请包括一个完整的,全面的产品功能列表)

  • 世界对齐纹理投影(任何模型都不需要UV)。
  • 纹理驱动的纳米位移/曲面细分,与世界对齐投影。
  • 高级顶点混合与高度掩蔽,为自然外观的混合多达3个材料,和一个水坑层可以启用和油漆与蓝色顶点颜色通道。
  • 支持打包的ARD(Megascans)和未打包的灰度纹理进行映射
  • 全纹理调整、平铺、混合和缩放控制。
  • 位移对比度/强度调整
  • 虚拟纹理支持
  • 正常强度
  • 反照率调整
  • 粗糙度调整
  • 环境光遮蔽调整
  • Triplanar混合对比
  • 全球规模
  • 位移,顶点颜色和世界对齐映射都是可切换的。
  • 允许快速映射大场景轻松,而不必担心紫外线拉伸。
  • 包括用于学习的测试场景。

所需插件:(如文档教程所示的顶点绘制):

建模toolseditormode

StaticMeshEditorModeling的

唯一材质和材质实例数:9

纹理数量:34

纹理分辨率:4096×4096,2048×2048,16×16

支持的开发平台:

Windows:是的

Mac:未测试

文件:https://youtu.be/UWrCA-t0v3U










Documentation/Tutorial: Tutorial

New Features Update: https://www.youtube.com/watch?v=BVCcD4gGaDM

Read text reviews and questions here: https://orbital-market.com/product/easymapper

Latest patch notes: https://williamfaucher.gumroad.com/p/easymapper-v1-1-patch-notes-09e377da-cc72-460e-b118-8ecf4fd79259FAB UPDATE:With the introduction of FAB, some changes have been made to Megascans textures/materials. Previously Megascans used the ARD (Ambient Occlusiuon, Roughness, Displacement) approach for texture packing. With the arrival of FAB, this has been changed to ORM (Occlusion, Roughness, Metallic), and Displacement maps are a separate map. EasyMapper has now been updated in order to address this change, which includes a new Master Material with the _FAB suffix. You will find this in its respective FAB folder named “M_EasyMapper_MASTER_FAB” and “M_EasyMapper_MASTER_FAB_VT” if you are using virtual textures, respectively.Learn about such changes and how to find displacement maps for your surfaces here: https://www.youtube.com/watch?v=y29jijP6AKA&feature=youtu.be

With Easy Mapper, you can project tileable, world-aligned textures across any surface, combined with Nanite displacement, without needing UV’s on your models. EasyMapper’s material instances are cleanly organized for easy art direction, and with a few clicks, you will be able to texture entire levels in moments, and give your models the detail they deserve.

You can toggle between World-Aligned (Triplanar) texture projection, giving you full control over the size/scale of your texture projection. Or you can use your “regular” UV mapping on your models if needed.

With the help of Nanite tessellation/displacement, you can also displace your models using height/displacement maps.

To top it all off, you can add realism to your models by blending up to 3 different materials with the help of advanced Vertex Blending, with full blend controls using the height/displacement data of the materials to ensure realistic blending.

Designed and intended for Cinematics usage.

Required Plugins (For Vertex Painting as shown in the Documentation tutorial):

ModelingToolsEditorMode

StaticMeshEditorModeling

*Nanite is not strictly necessary for EasyMapper, but tesselation/displacement won’t work if Nanite is disabled on a given model.

*Nanite Displacement/Tessellation will not work with Pathtracing, as Pathtracing does not utilize Nanite.

* Disclaimer: Nanite Tessellation/Displacement does not currently seem to work on Mac or AMD graphics cards as of Unreal Engine 5.3. This is an engine issue, not related to EasyMapper.

文档/教程: 教程

新功能更新: https://www.youtube.com/watch?v=BVCcD4gGaDM

在这里阅读文字评论和问题: https://orbital-market.com/product/easymapper

最新补丁说明: https://williamfaucher.gumroad.com/p/easymapper-v1-1-patch-notes-09e377da-cc72-460e-b118-8ecf4fd79259FAB更新:随着FAB的推出,对Megascans纹理/材料进行了一些更改。 以前,Megascans使用ARD(环境闭塞,粗糙度,位移)方法进行纹理包装。 随着FAB的到来,这已更改为ORM(遮挡,粗糙度,金属),位移贴图是一个单独的贴图。 EasyMapper现已更新,以解决此更改,其中包括带有_fab后缀的新主材料。 如果您分别使用虚拟纹理,则可以在其各自的FAB文件夹中找到”M_EasyMapper_MASTER_FAB”和”M_EasyMapper_MASTER_FAB_VT”。在此处了解此类更改以及如何查找曲面的位移贴图: https://www.youtube.com/watch?v=y29jijP6AKA&feature=youtu.be

使用Easy Mapper,您可以在任何表面上投影可倾斜的世界对齐纹理,并结合纳米位移,而无需在模型上使用UV。 EasyMapper的材质实例组织干净,便于艺术指导,只需点击几下,您就可以在瞬间纹理整个关卡,并为您的模型提供他们应得的细节。

您可以在世界对齐(三重)纹理投影之间切换,从而完全控制纹理投影的大小/比例。 如果需要,您也可以在模型上使用”常规”UV映射。

在Nanite曲面细分/位移的帮助下,您还可以使用高度/位移贴图替换模型。

最重要的是,您可以在高级顶点混合的帮助下混合多达3种不同的材料,并使用材料的高度/位移数据进行完整的混合控制,以确保真实的混合,从而为模型添加真实感。

设计和意在为Cinematics使用。

所需的插件(如文档教程中所示的顶点绘制):

建模toolseditormode

StaticMeshEditorModeling的

*对于EasyMapper来说,Nanite不是绝对必要的,但是如果在给定的模型上禁用了Nanite,则tesselation/displacement将不起作用。

*纳米位移/曲面细分不适用于路径跟踪,因为路径跟踪不使用纳米。

*免责声明:截至虚幻引擎5.3,Nanite曲面细分/位移目前似乎不适用于Mac或AMD显卡。 这是一个引擎问题,与EasyMapper无关。

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