William Faucher - EasyMapper

Documentation/Tutorial: Tutorial

New Features Update: https://www.youtube.com/watch?v=BVCcD4gGaDM

Read text reviews and questions here: https://orbital-market.com/product/easymapper

Latest patch notes: https://williamfaucher.gumroad.com/p/easymapper-v1-1-patch-notes-09e377da-cc72-460e-b118-8ecf4fd79259FAB UPDATE:With the introduction of FAB, some changes have been made to Megascans textures/materials. Previously Megascans used the ARD (Ambient Occlusiuon, Roughness, Displacement) approach for texture packing. With the arrival of FAB, this has been changed to ORM (Occlusion, Roughness, Metallic), and Displacement maps are a separate map. EasyMapper has now been updated in order to address this change, which includes a new Master Material with the _FAB suffix. You will find this in its respective FAB folder named "M_EasyMapper_MASTER_FAB" and "M_EasyMapper_MASTER_FAB_VT" if you are using virtual textures, respectively.Learn about such changes and how to find displacement maps for your surfaces here: https://www.youtube.com/watch?v=y29jijP6AKA&feature=youtu.be

With Easy Mapper, you can project tileable, world-aligned textures across any surface, combined with Nanite displacement, without needing UV’s on your models. EasyMapper’s material instances are cleanly organized for easy art direction, and with a few clicks, you will be able to texture entire levels in moments, and give your models the detail they deserve.

You can toggle between World-Aligned (Triplanar) texture projection, giving you full control over the size/scale of your texture projection. Or you can use your “regular” UV mapping on your models if needed.

With the help of Nanite tessellation/displacement, you can also displace your models using height/displacement maps.

To top it all off, you can add realism to your models by blending up to 3 different materials with the help of advanced Vertex Blending, with full blend controls using the height/displacement data of the materials to ensure realistic blending.

Designed and intended for Cinematics usage.

Required Plugins (For Vertex Painting as shown in the Documentation tutorial):

ModelingToolsEditorMode

StaticMeshEditorModeling

*Nanite is not strictly necessary for EasyMapper, but tesselation/displacement won’t work if Nanite is disabled on a given model.

*Nanite Displacement/Tessellation will not work with Pathtracing, as Pathtracing does not utilize Nanite.

* Disclaimer: Nanite Tessellation/Displacement does not currently seem to work on Mac or AMD graphics cards as of Unreal Engine 5.3. This is an engine issue, not related to EasyMapper.

Hi William, I hope you are keeping well. I wanted to ask how i can add alpha opacity maps to my Easy Mapper Materials? Much appreciated.

Hello William, Is there a way to add alpha masks from substance painter or PS rather than vertex painting on the mesh?

Hi! No not in its current state but it is on the roadmap!

Hi! No not currently possible EasyMapper depends on Nanite and translucency isnt supported with Nanite at the moment. Masked might be possible, that is on the road map.

hello william, maybe i act stupidly but somehow i cant change textures in easy mapper, for example other textures like a road material from fab / quixel. if i want to drag it in the texture field is red and blocking the exchange, please give some feedback how to solve it. cheers !

Hi! Be sure you are using the appropriate master material. Either VT or non VT if youre using virtual textures or not.

Hello William,

I bought your products and I love them… In one of your videos, you talked about creating a tool like EssayMapper, but for landscapes… I don’t know if that’s planned, but I’d personally love it. Thank you for everything and for this new tool that just came out…
I’ll definitely get it.

Hello, I’d like to ask if the material ball supports UV rotation? I don’t think I saw this feature in your promotional video.

Hi! Unfortunately not at this time, due to the way that rotation breaks normal maps projection. But it’s on the roadmap :slight_smile:

Hello, Just wondering if easy mapper will work in UE 5.7 or are if there plans for an update.

Hi,
All assets (except for code plugins) are forward compatible. EasyMapper is fully compatible with 5.7, just migrate it to a 5.7 project. There is an update pending right now. But like I said, everything works fine :slight_smile:

Thanks William, your tools are awesome. I use rain & snow but have now added easy mapper and atmos to my toolbag. Thank you mate, great work.

Hello William,

I’m making good use of the tools you developed. While using Easy Mapper, I had a question and left a comment.

Is it possible to use Easy Mapper on a Landscape in Unreal Engine? From what I understand, Landscapes currently don’t support vertex painting. However, when I convert the Landscape to a Static Mesh and use it that way, enabling tessellation causes the surface to break into a visible grid pattern (along the mesh’s triangles). I’m guessing this happens because there aren’t enough polygons to deform properly, but I can’t increase the polygon density any further. On top of that, the performance impact on my computer becomes very heavy.

I’ve watched YouTube tutorials and searched community forums, but I haven’t been able to find a clear answer. Do you know of any solution or workaround for this?

Thank you very much, and I look forward to your reply.

I have an issue where when I place the puddle (paint via vertex painting) there is a “rim” of displacement where the puddle is when I adjust puddle height adjustment. not sure why this is happening. I am sure I am overlooking something goofy. I just know there isn’t any current tutorials that go over the puddle features. thoughts on what is causing this??

However if I turn off material B or C since I technically don’t reallyt need them as I am just painting “puddles”. it shows the default material. So I have 2 issues, displacement no matter what either inverted or otherwise, and if I turn off Material B, or C and paint, it gives me this default wonky material. thoughts?

So you know I am using the M_easymapper_Master_Fab_VT_inst

Is there a process in which i can apply the puddle separately? seems I can’t or again, maybe I am doing it wrong. I understand for example add concrete base right?! then add some dust and debris to material b. how would I apply the puddle independently to that? wihtout it doing what it is doing now?

another issue now. is when I apply a material instance to a wall, it goes to the default material C. I tried to engage XYZ or XY to see if that worked. and it spit out this error. otherwise without true it shows the Material default C.

think i finally figured it out jesus christ lol. I’d recommend having something about puddles. a bit more nuanced documentation will go a long way. but thankfully this product is dope as hell and actually useful, so you get a pass for now. :stuck_out_tongue:

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new problem. I made a more square section for my flooring and its weirdly different despite being close to the same size. used cubegridtool to do the floor but as you can see there is a vastly different outcome. What could t his be a result of??