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Easy Texture Creator. Procedurally create different textures, stylized or realistic, using
intuitive stamps & layers. Powerful randomization system allows you to generate infinite
variants with 1 click. 33 example texture generators included.
Main features:
📗 E.T.C. comes as a standalone project and has most of important things already
prepared for you (viewport layout, colors and other useful project settings).
This is how your viewport should look like (roughly) after opening the project.
If your editor looks different, you can rearrange it to your liking. You should have two
included widgets opened: MainMenu_EUW for the main menu with layers and
MatPreviewWindow_EUW for the interactive material preview.
If you want to dock the widgets somewhere else or open them, they are located in the
/Blueprints/Internal/UI/ folder. ( Right click -> Run Editor Utility Widget to run a widget. )
📗 The gifs below were recorded while pressing the Randomize button ~20 times each,
so it shows a limited number of variants for each generator here. The possible
variants are practically infinite, with new texture every click.
Bricks
Coins
Grass 2
Ground 2
Metal
Panel 1
Road
Rock Ground 2
Rock Logo 2
Rock Wall 2
Roof Tiles 2
Snow
Tiles 2
Tiles 4
Window
Wood 2
Wood Planks 2
Workflow
Here’s a general idea / recommended workflow:
- Drag & drop stamps into the scene, change their parameters and see how it looks in
the realtime material preview widget.
- (Put stamps into relevant layers, so the workspace remains clean and readable.)
- Parameterize the stamps with parameter actors using random value pools to achieve
a procedural texture generator.
- Save the textures. A ready-to-use material will be automatically created for you.
You can import your own textures and meshes to use them with the stamp system easily!
Check the default available stamps here.
Texture saving
To save your generated texture:
1. Click on the GENERAL tab in the main menu to set desired texture properties:
2. Click on the FINAL tab in the main menu:
3. Choose your save path & name, click Save Textures and wait for the process to finish.
You can also pack the grayscale textures into RGB channels for optimization, prompt on disk
saving or create a material with these textures. For more info, please hover over the options
to see the tooltips.
Textures will be saved in your folder of choice. If you choose to create a material, it will be
automatically created for you and applied to a preview mesh. Here’s an example result of
saving the included Bricks texture generator:
… The textures/materials can be migrated to your project using the UE Migrate tool.
… You can also export the textures with right click -> Asset Actions -> Export… or use the
Prompt Disk Save option to save them as images, on your disk.
Stamps
📗 Stamps are located in the /Blueprints/Stamps/ folder.
They can be drag & dropped into the scene and manipulated freely.
Texture Stamp
Mesh Stamp
This stamp allows the use any static mesh as a height stamp. Selected mesh
will be automatically captured as height information, with specified capturing
parameters. You can even use high poly detailed meshes as stamps.
Material Stamp
This stamp can use a material as a height stamp. It allows to utilize any
material function for e.g. procedural shape creation. Included example
functions: Box, Circle, Cone, Diamond, Disc, SineDiamond, Voronoi.
With this stamp you can draw the height data using spline meshes.
Text Stamp
Text stamp uses a regular text to write the height data. Any text that you
type in will be converted into a height stamp.
Layer Stamp
This stamp allows you to pick any existing layer to get the height data from it.
Blend Order
Stamps are drawn in order, one after another. You can alter the Blend Order of every stamp.
This is useful e.g. when you want to Subtract one stamp from another - then the stamp with
the Subtract blending needs to have a higher Blend Order than the stamp that you want to
subtract from.
💡 All the parameters have tooltips with explanation, just hover over any parameter:
To select a layer, click on the layer image. Active layer displays all the assigned stamps:
Newly added stamps will be automatically assigned to the currently active layer.
You can move stamps to other layers by cutting & pasting them, e.g. cut a stamp (ctrl+x
while selected), switch to another layer and paste it there (ctrl+v).
Similarly to stamps, layers are also drawn in order, from bottom to top. It’s important e.g. for
layers with Subtract blending to be applied after the layers that you want to subtract from.
You can change the layer order with the arrows that are displayed next to each layer.
To add a layer, click the “+” button and select desired type of layer:
… The Paint and Paint | Edge Wear layers are a handy layer presets that have some paint
masking settings pre applied. So e.g. for a quick paint coat, you can select it.
Layer Properties
Layer mask presets defined here can be applied to any layer, in the dropdown menu next to
the Mask layer property.
Global Filters
Global filters can be applied after selecting the Global Settings actor. It’s the rotating
cogwheel that is available in every scene:
Filters like Cavity or Edge Highlight can automatically apply a semi-stylized texture look with
specified strength. You can combine the filters and apply them all if you wish.
Below is an example of the Edge Highlight filter. Using the parameters shown above, it can
be altered to your liking or just turned on/off:
Stylized Outline filter example:
📗 You can also add your own filters if your material/blueprints skills are advanced
enough - all the blueprint logic is clean & commented, so it should be fairly easy.
Parameter Actors
You can parameterize stamp variables in the stamp Details panel → Parameterization section, by
assigning a custom Parameter actor that can be dropped into the scene.
This allows to easily control desired stamp variables, straight from the scene view.
Parameters can also be used to specify random value ranges (or pools), set values based
on current asset state (using the IF Conditions) or use the Formulas for Float parameters.
Float Parameter
Float Parameters can set value of any Float variable, e.g. location/rotation/scale XYZ values,
height multiplier, and all the other exposed variables.
Formulas
Formulas allow to set Float Parameter value from custom math expression, with possibility to
create local variables (e.g. from other Float Parameter values, which allows to create
parameter value dependencies).
Formulas can evaluate fully parenthesized arithmetic expressions, with spaces between
every operand & operator.
Color Parameter
Color Parameters can set value of any color related variable, e.g. the Color Tint.
It’s possible to specify random Color pool, with optional brightness values.
Bool Parameter
Text Parameter
Mesh Parameter
Example IF section:
Basically, it works like an ‘if / else if’ stack, setting specified value based on current state.
More info available in the tooltips.
Editor Visuals
This section allows to set custom parameter color, width and other visual things:
To set parameter name, just rename the actor - the name display text will match it.
Value Preview allows to preview current parameter value straight from workspace view.
The Notes field can be used to store some info that is important for this parameter.
📗 Parameters can be named by changing the actor name.
The name display text will match it:
How To Parameterize
In order to turn your texture into a randomizable procedural texture generator, you can
parameterize stamp values with Parameter Actors that have random value ranges.
You can do that under the Parameterization section of each stamp. Just drag & drop a
parameter from the /Blueprints/Parameters/ folder into the scene and assign it like that:
… Parameters with random range will be randomized when you click the main Randomize
button. You can also set the seed by hand. For more info, you can follow the video tutorial.
Material Preview
E.T.C. provides a dedicated widget for material preview during texture creation.
It can be docked wherever you prefer, even on a second screen, if you have one.
After clicking on the question mark in the left bottom corner, some help info will be displayed.
… Here you can change the HDRI lighting & background, alter the post process settings or
add/modify test lights. Test lights are useful to see how the created material will react to
different lighting conditions/colors.
Tutorial
Please take a look at the included texture generator maps to see how it’s done.
( https://www.youtube.com/watch?v=jWUmMhIfZzM )
Ending
In case of any questions or issues, please contact me on contact@unknown-origins.com
Thank you,
S. Krezel
Table of contents
Main features 1
Main concepts 20
Workflow 20
Texture saving 20
Stamps 22
Texture Stamp 22
Mesh Stamp 22
Material Stamp 22
Spline Mesh Stamp 22
Text Stamp 23
Layer Stamp 23
Blend Order 24
Stamp Parameters 25
Layers 30
Layer Properties 31
Layer Mask Presets 32
Global Filters 33
Parameter Actors 36
Float Parameter 36
Formulas 37
Color Parameter 37
Bool Parameter 38
Text Parameter 38
Texture Parameter 39
Mesh Parameter 39
IF Conditions 40
Editor Visuals 40
How To Parameterize 41
Material Preview 42
Scene Settings 43
Tutorial 44
Ending 45
Table of contents 46