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Main features

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:

● Intuitive stamp system for easy texture creation


● 33 example texture generators included
● Layer system with masking features
● Many parameters with powerful randomization features
● Automatic stylization filters (e.g. edge wear, cavity, edge highlight) & modifiers
● Automatic seamless draw system for each stamp
● Easy per-stamp Color/Roughness/Metallic control
● Dedicated material preview widget
● 100% in-editor & non destructive workflow
● Generated textures can be saved & exported outside UE
● Automatic ready-to-use material creation & channel packing
● Pure Blueprint project, clean & open for modifications/extensions
● … More, all described in this documentation.
Quick start guide

📗 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).

How to quickly check the included content and see it working:

1. Open any generator map, e.g. the /Maps/RoofTiles1 map


2. In the main menu widget click Randomize to see it in action:

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. )

A step-by-step tutorial is available here.


Included example generators
Here you can see the included example texture generators, along with their respective
workspace & layer views. They are all located in the /Maps/ folder.

📗 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

Click for workspace & layer view


Railroad from the tutorial

Coins

Click for workspace & layer view


Grass 1

Click for workspace & layer view

Grass 2

Click for workspace & layer view


Ground 1

Click for workspace & layer view

Ground 2

Click for workspace & layer view


Ice

Click for workspace & layer view

Metal

Click for workspace & layer view


Metal Plate

Click for workspace & layer view

Panel 1

Click for workspace & layer view


Panel 2

Click for workspace & layer view

Road

Click for workspace & layer view


Rock Ground 1

Click for workspace & layer view

Rock Ground 2

Click for workspace & layer view


Rock Logo 1

Click for workspace & layer view

Rock Logo 2

Click for workspace & layer view


Rock Wall 1

Click for workspace & layer view

Rock Wall 2

Click for workspace & layer view


Roof Tiles 1

Click for workspace & layer view

Roof Tiles 2

Click for workspace & layer view


Sand

Click for workspace & layer view

Snow

Click for workspace & layer view


Tiles 1

Click for workspace & layer view

Tiles 2

Click for workspace & layer view


Tiles 3

Click for workspace & layer view

Tiles 4

Click for workspace & layer view


Tiles 5

Click for workspace & layer view

Window

Click for workspace & layer view


Wood 1

Click for workspace & layer view

Wood 2

Click for workspace & layer view


Wood Planks 1

Click for workspace & layer view

Wood Planks 2

Click for workspace & layer view


Main concepts

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.

There is a basic tutorial available here.

To create a new texture generator:

1. Duplicate the EmptryCreatorMap & name the new map accordingly


2. Open the new map & start creating.
3. (For 4.24) Avoid the File -> Save Current As... option, it tends to crash. If it still
crashes, open an empty (blank) map before duplicating/saving.

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

This stamp allows you to use any texture as a height 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.

Spline Mesh Stamp

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.

There is a StampExamples map located in the Maps folder:


Mesh Stamp captured with altered cutoff values, for every instance.

Another Mesh Stamp example, instanced & rotated on grid.

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.

📗 Blend Order is also displayed above every stamp as a 3D text.

📗 After selecting the Subtract blending, Blend Order automatically changes to a


higher value, for your convenience.
Stamp Parameters

💡 All the parameters have tooltips with explanation, just hover over any parameter:

Common parameters, available for every stamp:


💡 All the parameters have tooltips with explanation, just hover over any parameter:
Layers
The layer system allows to organize your stamps and apply different layer-specific blending
& masking features. Example layer view:

Layers can be added, removed and moved up/down the stack.


Besides grouping and keeping your workspace clean, stamps like the Layer Stamp can use
any layer to get the height data from it. Example usage: The included Coin texture generator,
where coins are designed in separate layers, then a Layer Stamp takes that info and creates
many instances from it. Another example: Grass generator, where grass blades are
designed in separate layers as well. Used in the tutorial as well.

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

1 - Layer preview. It displays the current layer height data.


2 - Layer name (click on it to edit) and height/color masking options.
3 - Layer masking settings (more info)
4 - Opacity sliders, colored slider affects color data, grey slider affects height data.
5 - Move Layer Up/Down buttons and Delete button.
Layer Mask Presets
Masking presets (like the Edge Wear masking) can be stored in the Global Settings actor,
the rotating cogwheel in every scene:

After selecting the wheel, they are available here:

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:

After selecting the wheel, they are available here:

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.

See the tooltips for more info.

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

Bool Parameters can set value of any stamp Bool variable.


It’s possible to make the bool value random, with specified weight.

Text Parameter

Text Parameters can set the Text Stamp value.


It’s possible to specify a text pool, so it can pick the text randomly.
Texture Parameter

Texture Parameters can set any texture values inside stamps.


It’s possible to specify a texture pool, so it can pick the texture randomly.
You can also get the texture from any existing layer.

Mesh Parameter

Mesh Parameters can set the value of Mesh Stamp.


It’s possible to specify a mesh pool, so it can pick the mesh randomly.
IF Conditions
IF Conditions allow to specify custom-named asset states, based on current parameter
values. These states can be checked to set parameter values, depending on current
true/false state of specified state.

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.

Mouse Button + drag == rotate the camera


Mouse Wheel Press + drag == pan the camera
Mouse Wheel Scroll == zoom in/out

💡 Custom preview meshes can be defined in the Global Settings actor:


Scene Settings
To change the appearance of the background / lighting, check the Scene Settings actor. It’s
located in every map, it can also be easily accessed from the World Outliner panel:

… 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.

There is also a video tutorial available below.


It shows a step-by-step process of creating the railroad texture generator, so you can get the
general idea of the example workflow and most of the features.

( https://www.youtube.com/watch?v=jWUmMhIfZzM )
Ending
In case of any questions or issues, please contact me on contact@unknown-origins.com

Forum thread: https://forums.unrealengine.com/unreal-engine/marketplace/1708253-easy-


texture-creator

Marketplace profile: https://www.unrealengine.com/marketplace/profile/S.+Krezel

Thank you,
S. Krezel
Table of contents

Main features 1

Quick start guide 2

Included example generators 3


Bricks 3
Railroad from the tutorial 4
Coins 4
Grass 1 5
Grass 2 5
Ground 1 6
Ground 2 6
Ice 7
Metal 7
Metal Plate 8
Panel 1 8
Panel 2 9
Road 9
Rock Ground 1 10
Rock Ground 2 10
Rock Logo 1 11
Rock Logo 2 11
Rock Wall 1 12
Rock Wall 2 12
Roof Tiles 1 13
Roof Tiles 2 13
Sand 14
Snow 14
Tiles 1 15
Tiles 2 15
Tiles 3 16
Tiles 4 16
Tiles 5 17
Window 17
Wood 1 18
Wood 2 18
Wood Planks 1 19
Wood Planks 2 19

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

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