# Customizing the meshes

### Creating a new database

To create a new biome, right-click on the content browser and look for Data Asset. Then create a PDA\_CalystoScatter data asset. This is where you will add all your content.

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The database will look like this, with a similar section for the blueprints.

<div data-full-width="true"><figure><img src="https://1183020519-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FPG4VCwrauYbUVuYUTKpq%2Fuploads%2FveXSuHZjCWruGSSMGAmE%2Fimage.png?alt=media&#x26;token=46a14861-0fc6-43aa-a275-a3ce8587179a" alt=""><figcaption></figcaption></figure></div>

Most of the variables are self-explanatory, but here is some additional information.

Name: The name is purely aesthetic; it is here for you to take note.

Force Look Up: if enabled, it will force the vegetation to always be straight up (usually needed for trees).

ClusterStrength, ClusterPrimaryScale, and ClusterSecondaryScale work together. It creates some noise in the world that determines where the vegetation can spawn. The two scales are multiplied together to create more variation, and ClusterStrength will determine its impact (where 0 will disable the noise).

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Spawn Type: Allows you to decide if you spawn the meshes on the...&#x20;

CPU with collision, CPU without collision, or on the GPU without collision.\\
