> 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/landscape-texturing-masking/texturing-with-lakes-and-rivers.md).

# Texturing with lakes and rivers

The river/lakes texturing is done through PCG and is global to the whole world, it spawns smaller masks along the lakes and rivers. The mask used is the same as the Auto Landscape Mask and therefore shares the same properties.

You have an example material with Massive World called MI\_Riverbed

### Customizing the material

Duplicate the MI\_Riverbed, go inside BP\_Rivedbed blueprint then in class-default, switch the Material for the new one you want to use.

<figure><img src="/files/MzsMcHv40QLzviOxNarF" alt=""><figcaption></figcaption></figure>

### For advanced users

In your scene, there is a BP\_MassiveWorld actor. In it, there is a PCG component holding a PCG graph called "PCG\_Road\_Water". Feel free to duplicate it and replace the graph if you want to create your custom logic.


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