# Objects

## Overview

The Object Layer allows you to add procedurally placed objects and decals to your biomes. It offers vast customizability for object/decal placement, scaling and density as well as material enhancement to perfectly match your scene.

<div><figure><img src="/files/qSeRCTbrVZx0hQRceW2G" alt=""><figcaption></figcaption></figure> <figure><img src="/files/pzA5ovNvCKP71rHjeDBh" alt=""><figcaption></figcaption></figure></div>

## Sub Objects

Sub Objects allow you to place objects in the vicinity of a main object. This can be useful to get certain proximity setups like mushrooms around a tree stump or other features.

<figure><img src="/files/MCoMQwEi1o5ApgMeoCvo" alt=""><figcaption><p>Plants and mushrooms placed as sub objects around a tree stump</p></figcaption></figure>

<table><thead><tr><th width="199.800048828125">Properties</th><th>Description</th></tr></thead><tbody><tr><td><strong>Radius</strong></td><td>Controls the lower/upper limit for the radius around an object where subobjects can be spawned.</td></tr><tr><td><strong>Amount</strong></td><td>The number of instances spawned as subobjects.</td></tr><tr><td><strong>Denisty</strong></td><td>Density multiplier for the subobjects.</td></tr><tr><td><strong>Seed</strong></td><td>The seed for the placement of subobjects.</td></tr><tr><td><strong>Percentage</strong></td><td>The percentage of the all sub objects of the main object that this sub object takes up.</td></tr></tbody></table>

## Distribution Settings

<table><thead><tr><th width="199.800048828125">Property</th><th>Description</th></tr></thead><tbody><tr><td><strong>Seed</strong></td><td>The seed used for procedural distribution.</td></tr><tr><td><strong>Instance Distance</strong></td><td>The distance between instances.</td></tr><tr><td><strong>Overwrite Radius</strong></td><td>The radius around which no other objects will be spawned.</td></tr><tr><td><strong>Overwrite Radius Smooth</strong></td><td>Fades the radius smoothly out which reduces spawn probability.</td></tr><tr><td><strong>Density</strong></td><td>Modifies the density of the scattered objects.</td></tr><tr><td><strong>Push</strong></td><td>Pushes the meshes from their base positions to create a more scattered result.</td></tr><tr><td><strong>Height Offset</strong></td><td>Offsets the objects along the up axis of the terrain.</td></tr><tr><td><strong>Normal Offset</strong></td><td>Offsets the objects along the normal at the current position.</td></tr><tr><td><strong>Uniform Scaling</strong></td><td>Switches between uniform and individual axis scaling.</td></tr><tr><td><strong>Scale Range/X/Y/Z</strong></td><td>Controls the upper/lower limit of the scale of the object.</td></tr><tr><td><strong>Align to Normal</strong></td><td>Align the up axis of the object to the normal of the terrain.</td></tr><tr><td><strong>Rotation Range X/Y/Z</strong></td><td>Controls the upper/lower limit of the rotation of the object.</td></tr><tr><td><strong>Use Distribution Density</strong></td><td>Links the density to the distribution of the object layer. This allows you to fade out the density if wanted. </td></tr><tr><td><strong>Use Distribution Scale</strong></td><td>Links the scale of the objects to the distribution of the object layer. This allows you to fade out the scale if wanted. </td></tr><tr><td><strong>Use Distribution Gradient</strong></td><td>Links the material gradient to the distribution of the object layer. This allows you to color your objects procedurally based on your distribution. </td></tr></tbody></table>

## Object Settings

<table><thead><tr><th width="199.800048828125">Property</th><th>Description</th></tr></thead><tbody><tr><td><strong>Object Type</strong></td><td>This setting is crucial for exporting. 'Instance' will export and synchronise your object as a point cloud, while 'Detail' will export your object as a mask that can be used procedurally for scattering in your renderer.</td></tr><tr><td><strong>Geometry Type</strong></td><td>Allows you to switch between Meshes and Decals. </td></tr><tr><td><strong>Is Entity</strong></td><td>Allows you to mark instances as entities. This setting is important for certain bridge exports where these objects will then be spawned as e.g. GameObjects in Unity.</td></tr><tr><td><strong>Model</strong></td><td>The object that should be distributed on your terrain. The recommended format is .glb but .gltf, .fbx and .obj are also supported.</td></tr><tr><td><strong>Model Scale</strong></td><td>Controls the scale of the model.</td></tr><tr><td><strong>Model Y Axis</strong></td><td>Sets the y axis of the model. This helps when bringing in an object that has a different up axis.</td></tr><tr><td><strong>Cast Shadow</strong></td><td>Controls shadow casting for this object.</td></tr><tr><td><strong>Receive Shadow</strong></td><td>Controls if the object receives shadows.</td></tr><tr><td></td><td></td></tr><tr><td><strong>Materials</strong></td><td>Shows you all materials the imported object has and lets you individually modify them.</td></tr><tr><td><strong>Tint</strong></td><td>Tints the color of the material.</td></tr><tr><td><strong>Use Gradient</strong></td><td>Enables the gradient for this object. The full gradient parameter explanation can be found in the <a href="/pages/74hv5n6RHPwobIcqEfUg">materials article</a>.</td></tr><tr><td><strong>Normal Strength</strong></td><td>Controls the strength of the normal map.</td></tr><tr><td><strong>Flip Normal Y</strong></td><td>Inverts the up channel of the normal map. </td></tr><tr><td><strong>Roughness</strong></td><td>Controls the roughness of the material.</td></tr><tr><td><strong>Roughness Map Factor</strong></td><td>Controls the influence of the roughness map.</td></tr><tr><td><strong>Metalness</strong></td><td>Controls the metalness of the material.</td></tr><tr><td><strong>Metalness Map Factor</strong></td><td>Controls the influence of the metalness map.</td></tr><tr><td><strong>Uses Gloss Map</strong></td><td>Switches to a gloss material shader.</td></tr><tr><td><strong>Emission Strength</strong></td><td>Controls the emissive strength of the material.</td></tr><tr><td><strong>Two Sided</strong></td><td>Renders the backfaces for the given material. This is crucial for the leaves of foliage as otherwise the backfaces will be culled.</td></tr><tr><td><strong>Alpha Mode</strong></td><td>Allows you to switch between several alpha modes.</td></tr><tr><td><strong>Terrain Blending</strong></td><td>Blends the material of the terrain onto the object based on height.</td></tr><tr><td><strong>Terrain Normal Blending</strong></td><td>Blends the objects normals with the terrain.</td></tr></tbody></table>


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