πŸ—»
Massive World
  • Massive World
  • πŸ’‘Quick Start
  • πŸ’‘Setup Runtime Virtual Texture (RVT)
  • πŸ’‘Preparing for future updates
  • ⛰️Customizing the landscape
  • ⛰️Customizing the stamp database (5.5)
  • 🌳Biome (Unreal 5.5) πŸ”₯
    • 🌲Customizing your biome databaseπŸ”₯
    • 🌲Customizing your biome πŸ”₯
    • 🌲Biome mask
  • πŸ‘οΈPlace of Interest (POI) πŸ”₯
  • πŸ’€AI Spawner (5.4)
  • ⌨️DevMode (5.4)
  • πŸ“ˆUsing your own PCG graph
  • πŸ–ŒοΈDrawing roads, rivers, lakes and biomes
    • 🌊Drawing rivers and lakes (beta)
    • 🌊Automatic audio and waterfall (beta)
    • 🍁Biomes
    • πŸ›£οΈPaint Roads
    • πŸ§—β€β™‚οΈDraw Cliff
    • ❌Drawing remove biomes
  • 🎨Landscape texturing / masking
    • Texturing with biomes
    • Texturing with roads
    • Auto Landscape Mask Properties
    • Texturing with lakes and rivers
    • Using Massive World with other landscape material. (Advanced). Example: Brushify
      • Example: Dreamscape
  • 🧩Patch Note - Massive World
  • Download
  • ❔FAQ
    • The landscape is all dark
    • Can't spawn any tree but I see rocks
    • The texture looks blurry
  • Legacy
    • 🌳Biome (Unreal 5.3)
      • 🌲Customizing your biome water level and layer detection
      • 🌲Biome placement
      • 🌲Customizing your biome database
      • 🌲Customizing your biome PCG
      • 🌲Biome mask
    • 🌳Biome (Unreal 5.4)
      • 🌲Customizing your biome water and mountain level
      • 🌲Customizing your biome database
      • 🌲Customizing your biome
      • 🌲Biome mask
  • Extra
  • βž•Extra functions
  • 🌳Stylized Asset
    • Adding water
    • Landscape Material
  • ❗World Partition
  • ☘️Gathering and interaction
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Customizing your biome

Note that PCG is still in beta.

PreviousCustomizing your biome databaseNextBiome mask

Last updated 11 months ago

Changing the meshes

Right-click in your project and look for Data Asset

On the creation you will have a list of data assets to create, the most important ones are... PDA_VegetationLand, PDA_VegetationOcean and PDA_VegetationRiver. Those data assets will contains all the meshes and setting of your vegetation

PDA_VegetationLand: Used to contain all the data for the lands (main biome) and the mountains.

PDA_VegetationOcean: Used to contain all the data for the ocean.

PDA_VegetationRiver: Used to contain all the data for the river.

The content of the Data Assets looks like this

You can add as many meshes as you want and individual settings for each meshes. The names are pretty much self-explanatory but here are a few more details.

Weight: Determine the chance of being selected according to the whole list, a higher number means more chance to be selected compared to the others.

Object Uniform Scale: This will force the mesh to always be uniform, only the X will be used and applied to Y and Z.

Once the data is filled you will be able to add it to your biome

Just below the "Vegetation Land" there is a Vegetation Land Setting (the same exists for the ocean, river, and mountain). Those settings are global to all the vegetation of that same category.

Density: Determine the density of the vegetation/rock from 0 to 1

Max Slope: determine the maximum slope of the vegetation/rock. From 0 to 90. For example, if the slope is set to 30, that means the vegetation will not spawn if it is 31 degrees or more.

Noise Resolution allows you to remove the vegetation/rock in a certain pattern. Higher resolution will give smaller patterns. Here is an example to show you the result where the dark part is the parti removed from the vegetation

Resolution = 2

Resolution = 6

Noise Strength: The amount of impact the noise will have to remove the vegetation. Higher strength will remove more points towards the white.

0 = black and 1 = white

Flower Cluster Density: This setting is specific to the flowers allowing them to spawn in groups instead of randomly, this setting will remove some cluster groups completely. From 0 to 1.

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