Magic Map Material & Maker (M⁴) был сделан с учетом
кинематографического качества и
простоты использования. Это
T errain Toolkit для использования с
ЛЮБЫМ ландшафтом Unreal Engine и использует новейшие технологии для достижения готовых к производству результатов за долю времени. Просто загрузите карту высоты из любого источника (
Houdini, World Creator 2, World Machine и т. Д.), Начните лепить в редакторе или используйте
включенный генератор terrain, и
M⁴ Auto Material мгновенно применит большое количество деталей в вашем мире.
Current Features:
• Advanced Terrain Auto Materials
•
Virtual Heightfield Mesh and
Runtime Virtual Texturing support - with easy setup
• Procedural Terrain Generator –
create an infinite number of terrains at up to 8k in resolution (With World Comp & World Partition Support)
• Terrain Generator can also be used with any other Marketplace Landscape Material
•
Terrain & Foliage Trail Systems with Multiplayer and VHFM Support
• Advanced Interactive Grass, Weeds and Flowers
• Splat Map Baker – Easily create Splat Map Textures in Engine
• Paint Layer Baker - Bake Height, Noise, Slope, and Curvature masks straight to any paint layer of your choosing
• Third Party Splat/Heat Map Support – Houdini, World Machine & World Creator 2 etc.
• 70+ Textures in total with a resolution of 1K to 4K
• Seven showcase maps in total - Going over all of the functionality
• M⁴ Material Blueprint – For easy management of Presets and Materials
• Three Versions of the Materials per Biome –
Automatic, Runtime Virtual Texturing Based, Splat Map Baked
• Togglable Performance Functions with multiple Performance Presets
• Procedural Placement Systems for Foliage – using Landscape Grass Type
• Easy Texture Swapping via Material Instances – great for use with the
Megascans library (ORDp texture support included)
• An 18 Layer Painting System for each Biome with
Multi-Biome Support and easy customization
• Full Featured Materials with On/Off Switches – Tri & Bi Planar Projection, Far & Near Based Texturing Variations, Distance Based Displacement & Tessellation, Height & Normal Map Based Transition Blending, three types of Tiling Reduction settings (UV Scrambling, Pseudo Stochastic and Texture Bombing), and much more
Технические детали / Technical Details:
Roadmap & Updates:
Terrain Gen Limitations:
Full Documentation:
Frequently Asked Questions:
Support:
aaronneal@outlook.com
Discord: