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. Introduction

Licenses Differences

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Last updated 4 months ago

PANORA|make has 2 types of licenses, a free basic one for non-commercial general use, and a premium Studio version with more sub-layers, advanced features and commercial use allowed.

Basic
Studio

Commercial Use Allowed

X

  • (Virtual Heightfield Mesh & Nanite for 5.4+)

  • for graphic presets control

  • ES3.1 Mobile/VR Support with (for Single Mode)

X X X X

Number of Sub-Layers in the Single Instance Mode

7

17

Access to Double & Multi Instances Mode

X

Maximum Simultanous Materials in a single Instance

7

41 (Multi Mode)

Price

Free

179$ (Indie Price)

249$ (Pro. Price)

Depending on your needs, some modes are better suited to some use cases.

The Single mode is recommended for most use cases!

(for example the Multi mode is best suited for big worlds with a lot of varied biomes, think of games like Minecraft, Terraria, etc or huge open worlds with clear defined regions.)

Displacement Support
Scalability Toggles
Unified Cross-Platform
Distance-Field Effect