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Project SettingsRuntime Virtual TexturesPerformancesMasterMaterialsMM_BK_CloudsMM_BK_GrassMM_BK_StandardMM_BK_StandardLayerMM_BK_VegetationTrunkMM_BK_VegetationLeavesMM_BK_WaterBlueprintsBP_RiverSplineLumen
Project Settings
Runtime Virtual Textures
You will need to enable Virtual Texture Streaming for the pack to work correctly.
The pack use Runtime Virtual Texture for the grass color to take the terrain color underneath.
Also enable Generate Distance Fields :
Performances
In order to have good performances and a fluid viewport, you can switch two parameters in the Project Settings :
Switch from “Virtual Shadow Maps” to “Shadow Maps” in “Shadow Map Method”, this will prevent FPS drop when going trough leaves.
In certain cases, UE can weirdly stutter even in the UI, to avoid this you have to enable “Use Fixed Frame Rate”, and set the framerate to 30 or 60.
MasterMaterials
All MasterMaterials are located in BK > Pure_Common
MM_BK_Clouds
Simple basic Unreal volumetric clouds, using a custom texture.
MM_BK_Grass
Transparent shader for Grass with color variation and wind.
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Color Power : adjust the opacity of set colors over the Albedo.
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Custom <> Terrain : adjust the opacity of the Terrain Color over the grass.
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Noise Contrast & Scale : adjust the noise that blend the two set colors.
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Local / Worldspace UVs : switch between meshs UVs or worldspace projected ones.
(use normal map from mesh, or use normal map projected on terrain from above).
MM_BK_Standard
Basic PBR materials with Albedo, Normal, and Maskmap.
A Color can be multiplied to the Albedo.
Mask map use the following channels :
R – Metalness
G – Occlusion
B – Height when available
A – Glossiness
MM_BK_StandardLayer
Standard PBR Shader, with a masked material layer for moss or snow.
Layer mask uses World-Space Normals (projected on top of the object).
This masking can be adjusted by using Layer Position and Layer Contrast.
Mesh normals and Layer normals, can be blended together.
The Detail Layer uses triplanar UVs.
Landscape colors can also be blended at the base of objects.
Adjust Bias, Contrast, Distance, or Intensity to the desired effect.
Mask map use the following channels :
R – Metalness
G – Occlusion
B – Height when available
A – Glossiness
MM_BK_VegetationTrunk
Same Shader as the BK_StandardLayer, without triplanar Detail.
Moss Layer is applied via VertexColor masking (blue channel) instead of Normal-Top.
AmbientOcclusion comes from the trunk VertexColor (Alpha channel).
Mask map use the following channels :
R – Metalness
G – Occlusion
B – n/a
A – Glossiness
MM_BK_VegetationLeaves
Shader for trees leaves with Transluency and wind.
Has a gradient parameter to control a blend between two colors from base to top.
The AngleFade parameters enables hiding of flat geometry when viewed at glancing angles.
AmbientOcclusion comes from the leaves VertexColor (Alpha channel).
MM_BK_Water
Transparent Shader with depth color, edge foam, refraction, and waves.
Waves Speed and direction are controlled by the 4 values of the parameter color.
Blueprints
BP_RiverSpline
Simple spline tool blueprint to create rivers.
Lumen
This pack support Lumen.
To enable it, go to “Project Settings” and type “Lumen” in the search bar.
Choose lumen in “Dynamic Global Illumination Method” & in “Reflections”.