Biome Presets

DT_Biome

Biomes and Biome Presets


Biomes and Biome Presets are stored in Data Tables. It is the most convenient way,  as our biomes are very complex and have a lot of parameters and meshes. This also provides ability to mix and tweak them. Tables are stored in "/EasyBiomes/PCG/BiomePresets". We use the same BP_PCG_Biome for all biomes and BP_PCG_BiomeWater actor for all water biomes. To assign biome to an actor, place actor on a level first and then apply you desired biome Data Table to it. Below is an example of DT_BiomePoplar, which stores Poplar Forest Biome and its variation presets.

DT_BiomePoplar

  • Row name - biome variation preset. You can make biomes variations by duplicating row and adjusting its values. To use a preset, select this row in BP_PCG_Biome or in BP_PCG_BiomeWater.

Row Name

  • Mesh Collection - it is our way of storing meshes. You can mix biomes by adding collections from different biomes. However this only works if biome had similar types of foliage initially. So you can add different tree kinds only if biome had trees to begin with. To add collection, click + button and drag and drop collection to new empty slot. To remove collection click arrow down at the end of the slot and select delete.

Mesh Collections

  • Biome Coverage - our biomes use global noise for spawning foliage. In case of a forest, this noise is used to decide where to spawn trees and where would be meadows. This noise produces such areas and Biome Coverage value balances between this areas. Value of 1 would cover the whole area with trees and value of 0 would spawn only field without trees.

  • Biome Density - controls how dense trees are placed in a forest areas.

  • Biome Season - controls amount of leaves spawned on trees and bushes. Value of 0 would only spawn dead tress, value of 1 would spawn maximal amount of leaves. Please note that this value affects each tree individually, so the value of 0.9 still has a chance to spawn rare dead trees.

  • Shore Distance - this value is used in water biomes and controls how far the shore is spread from water.

  • Biome Graph - PCG main graph. It is responsible for spawning main bigger meshes, like trees and bushes in the forest biome.

  • Coverage Graph - PCG graph responsible for spawning grass, small plants and debris.

  • Terrain Graph - PCG graph responsible for spawning terrain elements like cliffs and big rocks.

Preset Examples

Biome Coverage

Biome Coverage 0.6

Biome Coverage 0.1

Biome Coverage 0.9

Biome Season

Biome Season 1.0

Biome Season 0.3

Biome Season 0.0

Shore Distance

Shore Distance 1.0

Shore Distance 0.5

Shore Distance 0.1