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  • 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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On this page
  • 🎬 Darken/Lighten Material
  • Hue Shift w/ Noise
  • 🎬 Add Distance-Field Material
  • Water
  • Sparkles
  1. Interface Overview
  2. 🎬 Builder Interface

🎬 Using Effects

PreviousManual Sub-Layer DrawingNext🎬Building Grass, Physical Materials & Adjustements

Last updated 2 days ago

The effects are features designed to improve the look of the Sub-Layer's Material without needing a lot of options. Some can be especially useful for certain scenarios (Sparkles, for example.)

🎬

This effect uses the normals of the terrain (on the "Dark-Light w/ Normals" option) or the Noise map (on the "Dark-Light w/ Noise") to Darken or Lighten the affected area, depending on the Lightness value set.

This is especially useful to easely break the monotony of a Material without having to useful another Sub-Layer.

The "w/ Noise" mode features all the regular Noise options, like the ability to break the map's tiling, etc. Both modes can be used at the same time.

Hue Shift w/ Noise

This effect shifts the hue of the area defined by its noise (that features all the regular options) by a set value, just like in the Color Adjustements.

The noise works in the same way as the Darken/Lighten Material above.

The Add Distance-Field Material option adds a secondary material in the areas around meshs affecting distance-field lighting, which can be very useful in some cases.

The area radius and its contrast can be changed. The material itself is made of:

  • Base Color map

  • Normal Map & a Normal Flatness value

  • Displacement map (If nanite Tessellation is enabled) & its Contrast and Strength adjustements

  • Roughness value

The UV Tiling is the same value as the parent material.

The video in the title shows a demonstration of what this feature can bring to the Instance when fully utilized with Displacement.

Water

The Water effect overlays animated Water on top of the Sub-Layer's material, which is especially useful when used with a Splatmap. The animation is made using 2 layers of a Normal map that are each panning in different directions.

For best results, use Parallax Occlusion Mapping on the Material to simulate water depth underneath the effect.

Element

Water Tint

Tint of the water material

Water Opacity

How opaque the water layer will be on top of the regular material.

Water Material

Element

Specular

Specularity of the top water material

Roughness

Roughness of the top water material

Normal Flatness

Flatness of the used Normal Map.

Normal UV Tiling

Tiling of the used Normal Map

Sparkles

The Sparkles effect adds subtle spots to the Sub-Layer's material, which are animated if the Sub-Layer is uncached. (Static on ES3.1)

Texture Sparkles Settings

Element

Sparkle Map Tiling

Changes the Tiling of the snow sparkles

(Higher vlaues = more and smaller spots)

Sparkles Frequency

From 0 (less sparkles) to 1 (more sparkles shown).

Show Sparkle Far Away

Turns off the mipmaps, which makes these sparkles visible from further.

Sparkles Animation Settings (Advanced users only; not necessary to edit):

Element

Mask Map Tiling

Changes the tiling of the map used for animation.

Mask Map Contrast

Contrasts the Mask Maps.

Masks Map Speed (X;Y)

Changes the speed of the panning mask map.

🎬

.

For this feature to work, the Sub-Layer must be and the Landscape must not affect Distance-Field Lighting.

For this feature to work, the Sub-Layer must be .

Add Distance-Field Material
Visible only with the Studio license
Darken/Lighten Material
Reference image w/ no effects enabled.
"w/ Normals", Lightness set to 0.85
"w/ Noise", Lightness set to 0.7
Notice how a darker, messier sand is around all foliage and rocks on the beach.
Water layer applied on a simple terrain, via a Noise mask.
Notice the spots, more visible in the shadows.
Excluded from Caching
Excluded from Caching