Authoring a custom biome
APLM ships nine built-in biomes plus three fully customizable slots: BiomeCustom1, BiomeCustom2, BiomeCustom3. Use the custom slots when your project needs a surface the built-ins do not cover, such as volcanic rock, alien terrain, salt flats, or a stylised art-direction surface.
The custom biomes are first-class. They get the same weather hooks, the same season hooks, the same texture variation, and the same triplanar mapping as the built-ins.
Set it up
Section titled “Set it up”- Build a Texture2DArray with your BaseColor, Normal, and ORD or ORH slices in APLM’s standard slice order. Full walkthrough in Creating your own Texture2DArray.
- Open your Material Instance.
- Find the
BiomeCustom1T2DA(or2, or3) parameter and assign your new T2DA. - Tune the per-surface parameters in the same Material Instance category:
- Color, Offset, Gain, Brightness, Contrast, Saturation
- Near Tiling, Far Tiling, Fade Length, Fade Offset
- Variation Scale, Variation Level (if texture variation is enabled)
- Variance Low, Variance High, Variance Strength
- Specular, Roughness, Normal Strength, Normal Flatness
- Paint
BiomeCustom1(or2, or3) onto the landscape. The Auto layer also routes through your custom biome wherever the automatic logic chooses it.
The full per-surface parameter set is documented in the parameters reference.
Hook into seasons
Section titled “Hook into seasons”The custom biomes are wired into MPC_Seasons like the built-ins. Each one exposes the same eight seasonal overrides (color, offset, gain, brightness, contrast, saturation, specular, roughness).
To author a seasonal cycle for a custom biome, follow the season Blueprint workflow and use BiomeCustom1Color, BiomeCustom1Offset, and so on as the parameter names you write into MPC_Seasons.
Hook into weather
Section titled “Hook into weather”Same pattern. The custom biome carries bEnableBiomeCustom1Weather plus the standard wave/ripple/puddle parameters. Toggle it on in the Material Instance and the layer reacts to whatever your weather system writes into MPC_Weathers.
Where to next
Section titled “Where to next”- Creating your own Texture2DArray: the texture build step in detail
- Driving seasons from Blueprint: wire the custom biome into the seasonal cycle
- Biomes reference: the built-in biomes for comparison