The Perfect Tile System - New Official Thread

OK, all the updates for 1.2 with UE 4.11 just rolled out yesterday! I posted a video at the top of the thread detailing all the major changes! Here is a list below:

  • Home map and home content! - A home map has now been included with the Perfect Tile System! While the home is in a basic BSP state right now, there are some home-related meshes including a vase, rocking chair, and glass dining table.
  • Light Switch and Controlled Lamp Blueprints - Architectural visualization folks can now make use of a blueprint to toggle lights on and off. The system can be configured for one switch-one light, multiple switches-one light, or multiple switches-multiple lights.
  • 4.11 engine optimizations to materials containing Parallax Occlusion: custom nodes now compress more efficiently, preventing the POM calculations from running multiple times in the same material. Shaders that used to cost 350 and 375 instructions now only cost 235, a savings of 33-40% for all POM materials!
  • The entire parallax pipeline has been revamped for basic and iterative parallax systems. It is now fully expanded in the material next to where the POM is calculated. This runs much more efficiently, saving 3-26 instructions from any materials containing basic or iterative parallax. It also makes additions to the shader much easier to handle.
  • New feature: Optimum Texture Map! This feature allows you to store AO, displacement, tile mask, roughness, and tessellation maps in a channel-packed texture. You can select whatever channel you wish to use! This will save many draw calls and tons of memory on PS4 and OpenGL platforms.
  • New Preset: Advanced Bricks! This preset includes texture maps, normal maps, AO, displacement maps, roughness maps, and tile masks. It also takes advantage of the new optimum texture map feature: the entire material only uses 4 textures and 1 MB of texture memory!
  • Deprecated option not to use Custom UV scaling. By default, all global tiling (and world space tiling) will use the custom UVs in the vertex shader. This saves 1 instruction for all materials and saves big on materials that render with less vertices than pixels.
  • New Parameters - Metallic Amount, and Clear Coat Blend. The Metallic Amount lets you set the metallic properties of a metallic tile set, and the clear coat blend lets you blend between the clear coat and the rough surface underneath. The Lacquered Mahogany preset takes full advantage of this to yield a dramatic semi-metallic surface finish!
  • All tile masks now use an uncompressed grayscale texture setting. This results in a much cleaner finish for tile masks. All masks have been updated to the new standards. The result looks impressively clean on existing textures and presets.