PANORA|make 4.0 Docs
YouTube Tutorials
  • Introduction
    • Licenses Differences
    • 🎬 Installation
  • 🎬 Starting a new Instance
  • Interface Overview
    • 🎬 Builder Interface
      • Building Materials
      • Building Masks
        • 🎬 Filters & Noise
        • 🎬 Blending Filters & Linking Masks
        • Manual Sub-Layer Drawing
      • 🎬 Using Effects
      • 🎬Building Grass, Physical Materials & Adjustements
      • Global Features & Settings
      • 🎬 LOOKDEV View
      • Console Area
    • Builder Settings
    • Exporting/Importing Presets & Materials
    • 🎬 sRGB/RAW/Normal Color Space management
  • Setting Up Instance
    • Biomes Workflow
    • Adding Displacement
    • Making Holes in the Landscape
    • 🎬 Landscape Caching for better Performance
    • Using a Satellite Material
    • Using a Fresnel effect on the Instance
  • SCALABILITY AND CROSS-PLATFORM DEVELOPMENT
    • Performance Tips
    • Scalability Options
    • Unified Cross-Platform Development
      • ES3.1 Limitations Breakdown & Best Pratices
      • All Switches & Features for ES3.1
      • Samplers Cost Table
  • Current state
    • Frequently Asked Questions - Solving Issues
    • Known issues
    • Changelog & Releases
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  1. Interface Overview

🎬 Builder Interface

Previous🎬 Starting a new InstanceNextBuilding Materials

Last updated 4 months ago

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

As stated in , it's heavily recommended to dock/snap the Builder Interface to the left of your viewport as it was designed to be used vertically to leave more space for it!

All the screenshots of the Interface in the documentation will be shown vertically.

Number
Function

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

4

5

6

This is useful for debugging purposes, and shows the button as orange when one of them is enabled to reming the user that debbuging options are enabled.

The color of the togglers indicates the status of the Sub-Layer.

Yellow : 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.

Red : There is an error on the Sub-Layer. White : Unused, does not affect complexity.

7

8

Shows the names of the Landscape and Master currentely being edited. Clicking on the "Master" buttons opens them directly in the Unreal Editor. The Instance should never be opened directly in Unreal, only be edited with the builder.

9

Shows information about user actions (For example if the texture imported is using the correct format, if there's an error, etc.) Clicking the arrow opens the console and allows the user to input commands.

10

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

11

Shows the installed version of PANORA|make.

12

13

Allows the user to enable/disable or change the currently edited Biome (If using the Double or Multi presets).

Clicking on CL will show the Correction Layers.

14

Number

1

Thumbnail of the current texture. Clicking it opens the Texture Picker (see below.)

2

Applies the selected Texture from the content browser.

3

Points the content browser/drawer to the current Texture

4

5

Name of the current texture.

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.

Alerts the user that the landscape is currently uncached. Hidden when the Instance is cached, clicking it shows the caching options. See for more informations.

Opens the preset exporter window. See page for more information.

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

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

Changes the curently edited Sub-layer, or switches to the or Base Layer. When left-clicked, a contextual menu allows the user to toggle off the grass map or of the specific sub-layer clicked, or its mask to make it as if it wasn't used.

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

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

See for more details.

has a limit of 64 Individual texture objects in a single Instance, which can be problematic when using a lot of materials. Also shown when the is enabled, a seconde widget showing the number of texture samplers.

PCG Control button (show only on UE 5.2+ ) Clicking it will disable all the PCGs in the world. Re-clicking it will reactivate and refresh them. Very useful to work on the Landscape without being interrupted constantly.

Opens the Builder settings (see for more information)

🎬

Shows the color space of the texture currently set. See for more information.

Selecting Textures
Builder Settings
🎬 sRGB/RAW/Normal Color Space management
Landscape Caching
Exporting/Importing Presets & Materials
Mask
Material
LOOKDEV
View
Global options (for the Gear Button)
LOOKDEV
View
Exporting/Importing Presets & Materials
Console Area
Unified Cross-Platform
Installation
if enabled
Example of the Normal Map texture slot.