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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.

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_Weathers or BP_APLMController.
  • They are not bound to MPC_Seasons out 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.

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_Weathers or BP_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.
GoalUse
Cliffs apply to steep slopes automaticallyBase (Cliff)
Snow above a Z thresholdBase (Snow)
Beach at low ZBase (Beach)
Painted forest floor with seasonal colorBiome (Temperate Forest)
Painted dune surface, no seasonal change neededBiome (Desert)
Custom volcanic or alien surfaceBiome (Custom1/2/3)
Same surface reacts to rain across the whole landscapeEither family, controlled per layer through MPC_Weathers
Same surface shifts color through the yearBiome family with MPC_Seasons