Biome materials vs base materials
APLM ships two layer families that look similar in the Material Instance but behave very differently at runtime: base materials and biome materials. Knowing which family you are working with decides where a parameter lives, what controls it, and whether it responds to seasons.
Base materials
Section titled “Base materials”Six base layers are used during automatic landscape generation: MF_BaseBeach, MF_BaseCliff, MF_BaseGrass, MF_BaseGravel, MF_BaseMud, MF_BaseSnow.
- They apply automatically based on landscape geometry (angle, height, normal).
- They react to weather through
MPC_WeathersorBP_APLMController. - They are not bound to
MPC_Seasonsout of the box. Their per-surface color correction parameters cover the seasonal use case. - Cliff and Gravel cannot be removed by painting. They are load-bearing for landscape readability.
If you want a base layer to follow a seasonal cycle, add the variables you need to MPC_Seasons yourself and consume them inside the base material. The pattern is shown in the Season system concept page.
Biome materials
Section titled “Biome materials”Twelve biome layers, nine built-in plus three customizable: MF_BiomeTundra, MF_BiomeBorealForest, MF_BiomeDesert, MF_BiomeMediterranean, MF_BiomeSavanna, MF_BiomeTemperateForest, MF_BiomeTropicalRainforest, MF_BiomeWetland, MF_BiomeGrassland, plus MF_BiomeCustom1, MF_BiomeCustom2, MF_BiomeCustom3.
- They are not applied automatically. You paint them onto the landscape (or use the Auto layer to drive the choice).
- They react to weather through
MPC_WeathersorBP_APLMController. - They are bound to
MPC_Seasons, so each biome can shift color, brightness, contrast, specular, and roughness across the seasons. - Each biome was tuned for the texture model it ships with. Some use a single texture, some blend a primary and a secondary surface (gravel, mud, or grass).
- A seasonal cycle is authored as a Data Asset and applied through Blueprint or Sequencer. The Data Asset is the unit you swap to change a biome’s seasonal behavior.
Picking the right family
Section titled “Picking the right family”| Goal | Use |
|---|---|
| Cliffs apply to steep slopes automatically | Base (Cliff) |
| Snow above a Z threshold | Base (Snow) |
| Beach at low Z | Base (Beach) |
| Painted forest floor with seasonal color | Biome (Temperate Forest) |
| Painted dune surface, no seasonal change needed | Biome (Desert) |
| Custom volcanic or alien surface | Biome (Custom1/2/3) |
| Same surface reacts to rain across the whole landscape | Either family, controlled per layer through MPC_Weathers |
| Same surface shifts color through the year | Biome family with MPC_Seasons |
Where to next
Section titled “Where to next”- Available biomes: every shipped biome with its texture model and unique parameters
- Season system: how
MPC_Seasonsdrives per-biome color - Weather system: how
MPC_Weathersdrives per-material rain and snow