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Presets and helper assets

Everything the masters need ships ready in KurinStudio/_Core: use it as it is, or make child instances of the presets.

How to use a preset

  1. Right-click a preset > Create Material Instance.
  2. Save it in your own folder outside _Core (pack updates overwrite _Core).
  3. Assign your textures, change only what differs.

Weather and cover presets

Parents for MM_KurinAsset_01a, in _Core/Materials/Presets:

Preset What it is
MI_Kurin_Preset_Dry Clean, weather off
MI_Kurin_Preset_Wet Wet surface with puddles
MI_Kurin_Preset_Rain Wet + rain ripples and drops
MI_Kurin_Preset_Rain_Streaks Rain + running streaks
MI_Kurin_Preset_Frozen Frozen puddles
MI_Kurin_Preset_Submerged Shore wetness and underwater look. Set Shore Water Level to your water Z
MI_Kurin_Preset_Mossy Moss cover with maps and dirt edge
MI_Kurin_Preset_Snowy Snow cover, white tint

Foliage presets

Parents for MM_KurinAssetFoliage_01a, in _Core/Materials/Presets/Foliage. Wind and color variation are on here, off in the master.

Preset Use for
MI_KurinFoliage_Grass Grass and ground cover (camera fade on)
MI_KurinFoliage_Bush Bushes and tree crowns (bush normals on)
MI_KurinFoliage_Distant LOD2+ of non-Nanite foliage

Level-wide control (MPC)

In _Core/Materials:

Asset Parameters Turn on in the instance
MPC_KurinWeather Wetness, Rain, Puddles Amount, Cover Amount Use Global Weather?, Use Global Cover? (Level-wide control)
MPC_KurinWind Wind Strength, Wind Speed, Wind Direction, Interactor 0–3 Use Global Wind?, Use Interaction? (Wind)

Runtime Virtual Textures

In _Core/Materials/RVT, for Landscape Blend: RVT_KurinLandscapeColor and RVT_KurinLandscapeHeight.

Warning

Do not change the Virtual Texture Content of RVT_KurinLandscapeColor to Base Color, Normal, Roughness: on UE 5.2 + NVIDIA it hangs the GPU.

Textures

In _Core/Textures, already set up:

Textures For
T_KurinRainBeads, T_KurinRainRipples, T_KurinPuddleWind_01a, T_KurinIceCracks, T_KurinFrost, T_KurinCondensation, T_KurinNoise Weather
T_KurinCaustics, T_KurinWaterGusts Water
T_KurinGlassCracks_01a / _02a (+ _S), T_KurinInteriorRoom_01a, T_KurinInteriorBlinds_01a, T_KurinInteriorCurtain_01a, T_KurinGlassDirt_01a Glass and Interior
T_KurinHeight, T_KurinNNOR and the _VT textures Empty slot defaults (Virtual Textures)

Editor scripts

Optional helpers in Tools/. Run with Tools > Execute Python Script... (Python Editor Script Plugin on).

Script What it does
KurinFixTextureSettings.py Sets compression / sRGB on the selected textures by their suffix
KurinCreateLandscapeFarMI.py Makes the _Far landscape instance (below) and assigns it. Set your MI in SOURCE_MI at the top
KurinMeasureAll.py Cost of every master and every switch (PS / VS / texture samples / samplers), CSV + Markdown in Saved/KurinCost
KurinMeasureWeather.py, KurinMeasureWater.py Print the cost of each weather / water feature

Landscape far-distance instance

A cheaper instance for distant landscape LODs:

  1. Right-click your landscape MI > Create Material Instance, name it <your MI>_Far.
  2. In _Far turn off: L1–L4 - Use Height Map?, Use Cliff Height Map?, Use Puddles?, Use Puddles Patches?, Use Puddles Depth?, Use Puddles Waves?, Use Ripples?, Use Drops?, Use Streaks?.
  3. Select the Landscape > Details > Landscape > Per LOD Override Materials → add: Material = _Far, LOD Index = 2.

Note

Nanite landscapes ignore this override.