Description
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Check out the FREE PANORAmake Basic version for non-commercial use (CC-BY-NC) here!
Need to create a specific Landscape Auto-Material without having to spend hours making a complicated shader?
PANORA|make is a plug-in made for artists, removing the need to go into the graph and having its own easy-to-use interface, making Landscape Auto-Material creation quick and simple with its non-destructive mask-based workflow.
PANORA|make uses an easy to understand layered materials workflow, which are then applied on the landscape using masks created by the user. They can also be applied manually with the default Landscape painting tools. The user can apply advanced effects to the materials themselves like Triplanar Mapping, UV Breaking, Parallax Occlusion Mapping, Distance-Based UV Scaling with just a click.
Unified Cross-Platform developement is available on the "Single" Instance Mode, making the same Material usable for both Low and High-End targets (GLES3.1 for Mobile and VR, and SM5/6 for Desktop).
Additional options are available, for keeping the number of total texture samplers under 16 (Hard limit for GLES 3.1 targets), to cut heavy features on Mobile but not on desktop, etc.
The Interface is a core component of using PANORA|make, allowing to use its extensive features without having to scroll hundreds of Instance lines. It also allows a much more ergonomic and comprehensive layout along with extra features like the Auto-Converting of the imported textures, the ability to import from other materials, guiding the user through the creation of an Instance, etc.
The Mask Builder allows the user to make its own masks based on Filter or Noises, which can then be Added/Multiplied/Subtracted together. One of the filters is a Splatmap Importer, allowing the user to quickly import a splatmap from World Machine, Gaea or other software and use one of its RGB channels as a mask.
It is also possible to link filters between different Sub-Layers, to apply noises only on a zone defined by another Sub-Layer, exclude a zone defined from the mask of another Sub-Layer, etc. (Example : apply a noise only on the slopes of a terrain, etc.)
You can think of the mask linking as the anchor points in Substance Painter, it is basically the same workflow.
The Landscape supports Runtime Virtual Caching, allowing the user to get more performance out of the final landscape. If there is need for a dynamic feature like Distance-Based UV Scaling on one Sub-Layer, it can be excluded from caching.
It all comes down to choice and the ability to let the user make his own tradeoffs.
No assets are included, access to the plugin itself is what's sold !
Included formats
- versions