> For the complete documentation index, see [llms.txt](https://qwertystudio.gitbook.io/calysto/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://qwertystudio.gitbook.io/calysto/biomes.md).

# Biomes

Calysto World uses a database workflow for biomes.

Before drawing a biome in the world, you need a biome row inside a biome data table. The drawing tool uses:

* **Data Table**
* **Row Name**
* **Biome Priority**

In the demo, the default biome row is usually called: Forest

<figure><img src="https://3223403327-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5xsfjHEQXblHDG7WFyoC%2Fuploads%2FYB5xpXGoVOqHGEdFZY0f%2Fimage.png?alt=media&amp;token=0b2c054c-e735-41fb-9477-50115010cb18" alt="" width="287"><figcaption></figcaption></figure>

### Biome Database

Open your biome data table to see the available biomes.

Default location:

```
Calysto/World/Data
```

If you followed [**Preparing for Future Updates**](/calysto/preparing-for-future-updates.md), edit your duplicated database instead of the original Calysto file.

Each biome row contains the main data used by the biome system.

<figure><img src="https://3223403327-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5xsfjHEQXblHDG7WFyoC%2Fuploads%2FcrFA5oqbkBtoztHAwYaS%2Fimage.png?alt=media&amp;token=bfaa17e5-f3cf-44e1-99bd-5c208b84d9a0" alt=""><figcaption></figcaption></figure>

***

### Biome Row Settings

**Biome PCG Graph**\
The PCG graph used by this biome. The default graph works for most projects, but advanced users can make their own.

**Vegetation**\
Main biome content such as trees, rocks, bushes, and large plants.

**Detail**\
Small high-density content such as grass, flowers, and small rocks.

**Attached**\
Used by the attached detail workflow. Leave this empty if you are not using attached details.

**Ground Material**\
Optional ground material overlay for the biome. Requires RVT setup.

**Vegetation Density**\
Base density for the main vegetation.

**Detail Density**\
Base density for small details.

***

### Customizing Vegetation

Open the vegetation data asset assigned to the biome.

This is where you add the meshes used by the biome and control how they spawn.

The order of the vegetation groups matters:

```
Index 0 = highest priority
Index 1 = lower priority
Index 2 = lower priority
```

<figure><img src="https://3223403327-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5xsfjHEQXblHDG7WFyoC%2Fuploads%2FimA7u9uAKBcThLWs3CtC%2Fimage.png?alt=media&amp;token=d6d55742-1832-428f-a4ea-92a3cd43c0ac" alt=""><figcaption></figcaption></figure>

{% embed url="<https://drive.google.com/file/d/1wV9RBZirWiVeLOzVhoU-X0KcfDoyIekk/view?usp=drive_link>" %}

***

<figure><img src="https://3223403327-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5xsfjHEQXblHDG7WFyoC%2Fuploads%2F4jrYKV5H5uXWtMLGaEau%2Fimage.png?alt=media&amp;token=a919d57c-6075-437d-8ab3-063cf6a03f52" alt=""><figcaption></figcaption></figure>

**Name**\
Helper name for this group. It does not affect spawning.

**Spawn Type**\
Chooses what this group will spawn.

**Mesh:** Meshes used by this group. You can drag multiple meshes at once.

* Static Mesh: Static meshes used by this group. Used when Spawn Type is set to Static Mesh.
* Skinned Mesh: Skinned meshes used by this group. Used when Spawn Type is set to Skinned Mesh.
* Blueprint: Blueprint actors used by this group. Used when Spawn Type is set to Blueprint.

{% embed url="<https://drive.google.com/file/d/1qAu3TGnfNxXQMJVZJ7MMi5z7QuzVeuy4/view?usp=drive_link>" %}

**Transform Min / Transform Max**\
Random position offset range applied to the spawned object.

**Force Look Up**\
Keeps the spawned object upright.

Usually enabled for trees and vertical vegetation.

**Rotation Min / Rotation Max**\
Random rotation range in degrees.

**Scale Min / Scale Max**\
Random scale range for the spawned object.

**Min Height / Max Height**\
Limits spawning to a specific landscape height range.

**Min Slope / Max Slope**\
Limits spawning to a specific terrain slope range.

Use this to keep trees on flatter ground or place rocks on steeper slopes.

### Cluster Settings

**Cluster Strength**\
Controls how much cluster noise affects spawning.

Set to `0` to disable clustering.

**Cluster Primary Scale**\
Main cluster size.

Higher values create larger cluster patterns.

**Cluster Secondary Scale**\
Secondary cluster variation.

This helps break up the primary cluster pattern and make spawning look more natural.

<figure><img src="https://3223403327-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5xsfjHEQXblHDG7WFyoC%2Fuploads%2FPDlmLl1WBMSRcUD0dNPf%2Fimage.png?alt=media&amp;token=bf8f3ffe-d9f9-4621-abf1-5f2f274d988a" alt="" width="375"><figcaption></figcaption></figure>

{% embed url="<https://drive.google.com/file/d/1ivOYO0oLJpa7UWCDmdHTvGAXu862k8yE/view?usp=drive_link>" %}

### Spacing and Density

**Bound Multiplicator**\
Multiplies the automatic spacing radius used to avoid overlaps.

Lower values allow objects to spawn closer together. Higher values create more spacing.

**Density**\
Controls how often this group spawns inside the biome.

This value is also affected by the biome’s global vegetation density.

### Extra Scatter Support

**Can Add Scatters**\
Allows this group to be used by additional scatter or attached-detail workflows.

Enable this only when another system needs to spawn extra content on or around this vegetation.

### Creating a New Biome

1. Create or duplicate a vegetation data asset.
2. Add your meshes and settings.
3. Open your biome data table.
4. Add a new row.
5. Assign the vegetation data asset to the new row.
6. Select the new biome in the drawing tool.

To create a new vegetation data asset, right-click in the Content Browser and create:

```
PDA_VegetationCalysto
```

{% embed url="<https://drive.google.com/file/d/1SZm6zihZh11Cl3EbHoH0kqRl0WchTvPq/view?usp=drive_link>" %}

### Showing the Biome in the Drawing Tool

In **Scriptable Tools Mode**, select the **Biome** tool.

Then set:

```
Data Table: CDT_AllBiome
Row Name: Your biome row
```

If your biome does not appear, make sure your biome data table is added to:

```
CDT_AllBiome
```

You may need to reopen the Calysto World editor after changing databases.

<div data-full-width="true"><figure><img src="https://3223403327-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5xsfjHEQXblHDG7WFyoC%2Fuploads%2FxG6oruKl5XXksXxx5LaJ%2Fimage.png?alt=media&amp;token=89028d2f-988d-4786-ba57-41b3a9a261ca" alt=""><figcaption></figcaption></figure></div>

<div data-full-width="true"><figure><img src="https://3223403327-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5xsfjHEQXblHDG7WFyoC%2Fuploads%2FSWBYwnDuhctr0Wwb5CMX%2Fimage.png?alt=media&amp;token=150c71ce-4511-4bf2-8484-1907d2d026d0" alt=""><figcaption></figcaption></figure></div>
