[UE5] PCG Biome Core AUTO Biome Texture Mask

  Рет қаралды 2,785

Maris Freimanis

Maris Freimanis

Күн бұрын

Пікірлер: 9
@rickfuzzy
@rickfuzzy 8 сағат бұрын
Just a tip you can use set material attributes rather to only expose the pins you want.
@3darchstuffs
@3darchstuffs 3 ай бұрын
Amazing. Thank you.
@paullayton3881
@paullayton3881 6 ай бұрын
Awesome tutorial, I think one thing I might change about the material is instead of make attribute I would use a set attribute. Personally in my own workflow I find it's easier to call forth the channels that I want to affect rather than getting every channel. But of course this is completely up to your workflow. So recently I've gotten quite obsessed with named Reroutes to clean up my graph
@MarisFreimanis
@MarisFreimanis 6 ай бұрын
Hey! Yes, that's actually good option to do it.
@Geminiwoods-m9i
@Geminiwoods-m9i 7 ай бұрын
Genius! Thank you :)
@hellomistershifty
@hellomistershifty 6 ай бұрын
Can we just use a runtime virtual texture for this? This seems like a very roundabout way to get a texture with the landscape map, but I imagine i'm missing something
@MarisFreimanis
@MarisFreimanis 6 ай бұрын
You want to plug it in so it updates real time when changes are made to landscape instead of "baking" it in to static texture?
@KiwiHawk-downunder-nz
@KiwiHawk-downunder-nz 6 ай бұрын
Is this in a playlist please?
@MarisFreimanis
@MarisFreimanis 6 ай бұрын
Yea I can group all of them together under Gaea playlist.
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