- 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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