December 12, 2015

The Perfect Tile System: version 1.1 now released on the Marketplace!

And check out the changelog!:

  • Roughness maps - Now you can finally use the full range of PBR shading in UE4!
  • Independant roughness TM - Along with detail textures, you can also specify roughness variation amount per-tile.
  • Ryan B’s POM with shadows - New POM calculation allows you to use shadows and direction
  • Sun Direction material parameter collection and blueprint - Allows you to pull sun direction from the directional light in level for accurate POM shadow direction
  • Colored Tile Maps - Tile maps can now be colored, allowing you to manually color individual tiles with the full range of RGB values and colors
  • Tiling in world space - You can map the system in XYZ coordinates so it works flat on a wall, floor, or ceiling, and tiles seamlessly across multiple meshes, even if UVs are not set up on them
  • Fixed bug - POM disabled local tiling
  • Fixed bug - Parallax/Iterative caused displacement to tile incorrectly
  • Toggle for Metallic shader - Previously set to on all the time
  • Toggle for cheaper gamma correction - Previously set to on all the time
  • Optimum Maps - Use individual channels of one texture map for all areas that used to be handled by the Tile Maps. Can save draw calls on PS4/OpenGL systems, but wastes more memory (Shared samplers are still preferred for DirectX 11 systems)

You can download the Perfect Tile System here:


The newest version of the guide can be downloaded here:

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