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¶
- Right-click a preset > Create Material Instance.
- Save it in your own folder outside
_Core(pack updates overwrite_Core). - 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:
- Right-click your landscape MI > Create Material Instance, name it
<your MI>_Far. - In
_Farturn 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?. - Select the Landscape > Details > Landscape > Per LOD Override Materials → add: Material =
_Far, LOD Index = 2.
Note
Nanite landscapes ignore this override.