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.

Plants and mushrooms placed as sub objects around a tree stump
Properties
Description

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

Property
Description

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

Property
Description

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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