Changelog & Releases
Current Release : 3.4.1
Visit your ArtStation profile/Marketplace vault to get the latest files.
To update, simply overwrite the files. Refer to the π¬ Installation section to see how.
Changelog
3.4.1 Hotfix
Fixed Material crash when using the 6th Sub-Layer (PANORA|make Basic)
Added RVT Mip Bias option in Caching settings to allow control over the mipmap of the displayed cache VT
3.4 Update
Builder internal improvements and bug fixes.
Added the ability to apply Global Texture overlays on the whole Instance (useful for global Normal maps/darkening maps for example)
Added a PCG Control button for 5.2+, allowing the user to toggle on/off all or some of the PCGs actors present in the world. This is useful when shaping the landscape with PCGs present, to avoid constant freezes due to regenerations.
Added a button in the contextual menu of the Sub-Layers buttons, to restore the right-clicked Sub-Layer to its default state.
Fixed a bug that made the Invert Slope mask toggle not working.
Added a Contrast option for the Displacement map.
Added the ability to swap two Sub-Layers in the hierarchy, as long as they aren't linked (or the source of one.)
Unreal Engine 5.5 Support
3.3.1 Hotfix
Interface Texts & Tooltip fixes
Speed Improvements when initially creating the Instance on 5.3+
Added the ability to open the contextual menu on the Base Layer, and disable its Grass Map
Set the Tabs buttons's accent color to be the selected sub-layer's status if selected.
Fixed a bug that made using the Base Color map a source for Roughness impossible on the Base Layer (Unified Cross-Platform)
Builder Improvements & Optimizations
3.3 Update
Huge Builder internal improvements for a snappier and lighter experience. These improvements should also increase the reliability of the Asset Picker.
Added the option to hide a Sub-Layer or its Grass Map for debug purposes, these toggles are available through a new left-click accessible contextual menu (see π¬ Builder Interfaceto learn more).
Added a button to automatically select Virtual Texture in the caching options.
Added a Settings panel, to change settings related to the detection of textures and materials. This should help when using the plugin on extremely large projects with thousands of materials and textures, by narrowing down where the builder should source them. (see Builder Settingsto learn more)
Added support for the A layer when choosing what Color Map layer to use for Specular on the Satellite material.
3.2 Update
Fixed a bug as enabling 2nd Distance-Based UV Scaling could lead to a material crash.
Added the "Hue Shift w/ Noise" filter, which allows to shift the sub-layer's hue based on a noise.
Added the ability to use the DIstance-Based UV Scaling when cached out, using an approximate fallback method. If it does not produce good looking resulty, the Sub-Layer can be excluded from caching like before.
Removed settings that were unused.
3.1.2 Hotfix
General bug fixes for the Asset Picker.
Added an Import button for the RVT Caching texture in Global options.
3.1.1 Hotfix
Speed Improvements when changing textures using Unified Cross-Platform or Atlasses.
Atlassed Textures now automatically refreshed when importing a Megascan/MSS/Preset material.
Added a tooltip with the name of the Sub-Layer on the editable name area.
Interface bug fixes & Improvements
3.1 Update
Big speed improvements when initially opening the Instance & various builder speed optimizations, by asynchronously pre-caching textures & materials as soon as the builder starts instead of bulk loading everything upon opening the Instance.
New Preset Exporter window, featuring more Informations about the Sub-Layer being exported and a more polished Interface.
Fixes for the Demo, Hobby & Freelancers versions which had issues creating instances.
Added Warnings & feedback when Virtual Texture support is disabled in the project settings.
Sparkles Effect now appearing with RVT Caching ON & bug fixes related to it.
Addition of a Max Opacity setting for the Global Satellite feature.
Interface bug fixes & performance improvements
PANORA|make 3 Upgrade
STUDIO Version only : Unified Cross-Platform developement options now available for the Single preset.
This allows for a single Instance to adapt itself to the target platform, be it SM5/6 Platforms (Windows, macOS & Consoles) or ES3.1 (Mobile, Standalone VR).
To be used with Mobile, the UCP Options offers a lot of tools to help you adapt your Instance for ES3.1 Targets without any impact on quality for higher-end targets.
You can learn more about that here.
STUDIO & FREELANCER Version : additions of Scalability Options, allowing to change settings and enabled features based on the "Effects" preset of the Engine (Epic, High, Med, Low). Learn more at Scalability Options.
Unreal Engine 5.2 / 5.3 Support & Bug Fixes.
Addition of the new EFFECTS Tab, containing easy one-click filters to alter the look of the Material. Learn more at π¬ Using Effects.
Addition of a "Pick from Selected" button for the Height-Based filter, setting the height of the mask from the Z coordinate of the selected Actor.
Addition of the new "Constrain Mask to Sub-Layers" tab, allowing the user to very easely contrain the Mask to previously made ones, without the need for Links.
Addition of a Unreal toolbar button to more easely launch the Builder from anywhere.
Alpha channel is now available to select and use for Splatmap Masks, Noises, and for Specular.
Addition of a Global Fresnel available in the Global Settings.
New tooltips for the Sub-Layers Buttons, featuring a preview and basic informations about the Sub-Layer.
Megascan Importing improvements
Bugs, Material Crashes and Interface fixes.
2.1 Update
Re-added the Min/Max Slope Angle Feature as a cleaner, separate "Advanced Mode" option in the Slope Mask.
Fixed Slope Instances sometimes being in Subtract (-) mode by default.
Interface bugs fixes
Tooltips Additions & Improvements
^ Updates Starting from here are split between the current release (only for Unreal Engine 5.1+) and Legacy (Deprecated, no support.)
PANORA|make 2 Upgrade
Complete rework and polishing of the Builder Interface, with expandable elements everywhere to reduce the amount of unneeded options the user faces, and to make the interface more responsive when using the builder in fullscreen or slimed down.
Trimming down of the un-needed features of the shaders previously available and global optimizations to improve performance and reduce shader compilation time. See the removed features at the bottom of this changelog.
Rebuilt Height-Based and Slope masks for better performance and more predictable outputs.
Overhauled Exporting and Importing functions; now the Presets exported from the Interface also export and reimport Links.
Unreal Engine 5.1 support.
Sub-Layers that are uncached (so expensive) now have their status color set in Red.
Added ability to go to the used texture's place with the new Folder button.
Added ability to reinitialize masks to their default values.
Added ability to use a texture that is selected in the Content Browser with the new arrow button on the thumbnails.
Added Uniform ORM, Max Specular & Channels values support for the Satellite material.
Added support for the "ORD" Packed Maps (Occlusion, Roughness, Displacement) sometimes used in Megascans. (Or manually created)
Added Grass Adjustements to the Builder interface. See Grass Settings for more Informations.
Tons of various bug fixes.
These redundant features have been removed in 2.0 in an effort to optimize the Shader and make room for new, more useful features.
Switch Off of the Sub-Layers (already turned off if unused)
Gradient Map in Base Color
Individual Noise and Normal Map Filtering Choice
Min/Max Angles Degrees for Slope Mask(Re-added in Update 2.1; UE 5.1 Only)Atlas have been deprecated and are now unavailable except for the Multi preset.
1.1.3.2 Hotfix
Fixed the saved data that could be lost. Previous saved settings (links, names) will need to be re-set after updating.
Minor internal builder improvements
1.1.3
The Landscape Streaming Proxies (Used by default with UE5's World Partition and UE4's World Composition) now have their Material set up automatically.
The Landscape & the streaming proxies have their Hole Material automatically assigned when the Instance is created.
UE5 Interface fixes
Fixed a bug causing the Integrated Asset Picker to not find assets on the root of the project
Fixed RVT Caching on UE5 (on new Instances. The Masters created before this release need to be fixed manually; see Landscape Caching to learn more.)
Fixed a crash that could occur when updating an Instance from a previous version
Fixed the RVT Cache map not being copied when updating an Instance.
1.1.2
Added support for Megascans imported from the UE5 built-in Bridge client.
Interface corrections on UE5, now looking mostly the same as on UE4.
1.1.1
Megascan detection & importing now working correctly; with both Bridge and Marketplace Megascans.
Added feedback/notices in some places to inform the user in case of normal freezes, etc.
1.1 Update
Complete rework of the way manually painted Sub-Layers work.
Addition of Correction Layers for the Single preset for the Hobbist license (1), 2 for the Freelancer, and 4 for the Studio license.
The new way of manually painting sub-layers allows for manually painting a zone that is added/multiplied/subtracted from the filters ; and fixes bugs with the grass meshes !
Please see Manual Sub-Layer Drawing to learn more.
Added a paintable "ERASE-GRASS" layer to exclude zones from having grass meshes applied.
Improved LOOKDEV Mode mask view accuracy
Improved reliability of the save system
Fixed the Mask Linking feature, now working for all licenses (not just the Studio.)
Various minor internal improvements/bug fixes.
Last updated