Objects
Overview
The Object Layer allows you to add procedural objects to your biomes. It offers vast customizability for object placement, scaling and density as well as material enhancement to perfectly match your scene.


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.

Radius
Controls the lower/upper limit for the radius around an object where subobjects can be spawned.
Amount
The number of instances spawned as subobjects.
Denisty
Density multiplier for the subobjects.
Seed
The seed for the placement of subobjects.
Percentage
The percentage of the all sub objects of the main object that this sub object takes up.
Distribution Settings
Seed
The seed used for procedural distribution.
Instance Distance
The distance between instances.
Overwrite Radius
Overwrite Radius Smooth
Density
Modifies the density of the scattered objects.
Push
Pushes the meshes from their base positions to create a more scattered result.
Height Offset
Offsets the objects along the up axis of the terrain.
Normal Offset
Offsets the objects along the normal at the current position.
Uniform Scaling
Switches between uniform and individual axis scaling.
Scale Range/X/Y/Z
Controls the upper/lower limit of the scale of the object.
Align to Normal
Align the up axis of the object to the normal of the terrain.
Rotation Range X/Y/Z
Controls the upper/lower limit of the rotation of the object.
Use Distribution Density
Links the density to the distribution of the object layer. This allows you to fade out the density if wanted.
Use Distribution Scale
Links the scale of the objects to the distribution of the object layer. This allows you to fade out the scale if wanted.
Use Distribution Gradient
Links the material gradient to the distribution of the object layer. This allows you to color your objects procedurally based on your distribution.
Object Settings
Object Type
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.
Model
The object that should be distributed on your terrain. The recommended format is .glb but .gltf, .fbx and .obj are also supported.
Model Scale
Controls the scale of the model.
Model Y Axis
Sets the y axis of the model. This helps when bringing in an object that has a different up axis.
Materials
Shows you all materials the imported object has and lets you individually modify them.
Tint
Tints the color of the material.
Use Gradient
Enables the gradient for this object. The full gradient parameter explanation can be found in the materials article.
Normal Strength
Controls the strength of the normal map.
Flip Normal Y
Inverts the up channel of the normal map.
Roughness
Controls the roughness of the material.
Roughness Map Factor
Controls the influence of the roughness map.
Metalness
Controls the metalness of the material.
Metalness Map Factor
Controls the influence of the metalness map.
Uses Gloss Map
Switches to a gloss material shader.
Emission Strength
Controls the emissive strength of the material.
Two Sided
Renders the backfaces for the given material. This is crucial for the leaves of foliage as otherwise the backfaces will be culled.
Alpha Mode
Allows you to switch between several alpha modes.
Terrain Blending
Blends the material of the terrain onto the object based on height.
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