This blueprint will populate any amount of book in one row. Please see short youtube clip below:
Features
The following properties for each individual book in a row can be randomly changed in certain range by user:
width
height
depth
position “back-forth”
position “up-down”
roll
leaning (functionality added in the blueprint v.02)
The blueprint uses static mesh for reference book with two simple instance materials - for cover and sides of the book respectively. Cover material has parameters for base colour, normal, specular and roughness maps. Base colour texture is a square matrix of a few images from which the blueprint will randomly select one texture for each book.
The number of cover images in base colour texture could be 1, 4, 9, 16, 25 … (1x1, 2x2, 3x3, 4x4, 5x5 matrices).
User can select if every book in a row will have random texture or all the books will have the same texture in case of Multi-volume Books.
The package contains:
blueprint
example map
two master materials and two instance materials
two static meshes, one is a book mesh and another is a magazine mesh
four textures
To install the blueprint, put the content of zip file in the Content folder inside the project.
Intended Platform Desktop
Supported Unreal Engine v. 4.6.1 - 4.9
You are very welcome, we are planning to add leaning and random missing book in the next version of the blueprint next week.
Regarding normal map - you can change normal map in the material instance which located in the Materials folder.
Yes, you can find “Book Mesh Override” parameter slot where you can put your own mesh. Its located in the default category of the blueprint under “Seed” parameter.
Sorry for the delay. Leaning book functionality added. You can find a new version of the blueprint on the same download page - http://www.polymodels.com/index.php?route=product/product&path=61&product_id=68.
Thank you very much for your feedback and good luck with your project.
If any questions or request do not hesitate to ask.
Hi, I find your Blueprint really good overall, I am developing a bunch of maps to be used like a texture atlas - there is just one thing missing, which is the inclusion in the textures of another section for the book fore edge. I know it would make the blueprint more complex, but if you add 5% of the texture atlas you can probably calculate a set of different textures on the side and do a color mask to separate materials - instead of having 300 draw calls you could boil down things to half with a few hundred books - even more effective with an actor bake function?
I am a complete noob just learning unreal, I am an archviz guy trying to make real time, and I heard some more experienced colleagues that your work, even though great, could use a bit more improvement on the base meshes side and the texture atlas layout. Keep it up, thanks!
First of all, thank you for the awesome blueprint. I would like to get some help. I use it for my VR project and I’ve got a 4.18 version. When I put the books according to the video, in the UE4 viewport, everything is okay. However when I watch in VR mode with Oculus Rift, the book’s textures or material aren’t visible. What’s wrong?