Builder Interface

NOTE : It's recommended to snap the interface to the right/left of your workspace !

It has been designed to use as less horizontal space as possible to leave more room for your viewport.

NumberFunction

1

Preview image of the base color of the current layer. Useful to keep track of where's the user in the shader.

2

Name of the current Base/Sub-Layer.

Can be clicked and edited, is shown here, when a sub-layer number is hovered, or when the layers are listed in the Mask Linking window.

3

Alerts the user that the landscape is currently uncached. Hidden when the Instance is cached. Clicking the button toggles the caching. See Landscape Caching for more informations.

4

Enables/Disables the Auto-Converter.

The triangle button next to it opens the documentation.

5

Toggles LOOKDEV Mode. Turns bright orange when enabled. See LOOKDEV Mode page for more information.

6

Changes the curently edited Sub-layer, or switches to the Global options (for the Gear Button) or Base Layer. The color of the togglers indicates the status of the Sub-Layer.

Red : Uncached ; Heavy on complexity. Should be avoided as much as possible. Blue : Cached. Light on complexity.Should be used as much as possible.

Green : Sub-Layer set as Grass, only Mask is rendered to be used to apply Grass meshes. White : Unused, does not affect complexity.

NOTE : These status only show automatically applied masks, does not tkae the manually painted masks into account ! The smaller button to the right of the main button allows for focusing Sub-Layers when in Lookdev Mode. (See LOOKDEV Mode for more informations)

7

Import Area : allows to import the Material/Mask from a preset or other supported Material Instance for backup/convenience purposes. See Exporting/Importing Presets & Materials page for more information.

8

Shows the names of the Instance and Master currentely being edited. Clicking on the "Master" buttons opens them directly in the Unreal Editor. The Instance should not be opened directly in Unreal, but should only be edited with the builder.

9

Landscape Selector. Locks up when a landscape is selected.

10

Counts the current number of texture objects used in the Instance. Unreal

has a limit of 64 Individual texture objects in a single Instance, which can be problematic when using a lot of materials..

11

Shows the installed version of PANORA|make.

12

Shows information about user actions (For example if the texture imported is using the correct format, if there's an error, etc.)

13

Allows the user to enable/disable or change the currently edited Biome. Clicking on CL will show the Correction Layers.

(Shown only with the Double or Multi presets)

14

Opens the preset exporter window. See Exporting/Importing Presets & Materials page for more information.

The Mask and Material tabs on top switch the interface to editing the Mask / Material / Grass adjustements of the Sub-Layer.

Texture Picker

To change a texture, you have to click on its thumbnail. The texture picker will then appear :

Each texture has its color space below its name. Clicking the folder will show the texture in the content browser/drawer.

By default, the texture picker will always try to show only relevant textures for the slot clicked. For example, by default clicking on the thumbnail of a Normalmap slot will only show maps set up as Normal Maps.

The Nml-Gray-Color and sRGB-RAW buttons on top filter which textures can be seen in the picker. In the above example, we clicked on the Base Color, so a sRGB Color map is expected and as such only those are shown by default.

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