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Parameters

APLM exposes 24 primary variable categories per layer. Every biome and every base material exposes the same set, so once you learn the vocabulary on one surface, you know it on every surface.

These parameters live in the Material Instance, in the category named after the layer (for example Biome Tundra or Base Grass). The special parameters, weather parameters, and season parameters are documented separately and live in their own categories.

ParameterEffect
T2DA: Texture 2D ArraySlot for the Texture2DArray that supplies BaseColor, Normal, and ORD/ORH for this layer.
ColorAdds color to the texture. Does not replace the texture’s color.
OffsetStrongly alters the texture’s color. Use carefully.
GainIncreases the intensity of the texture’s appearance.
BrightnessIncreases brightness.
ContrastIncreases contrast.
SaturationIncreases saturation.
Near TillingTexture tiling at near viewing angles.
Far TillingTexture tiling at far viewing angles.
Fade LengthDistance over which texture tiling transitions from near to far.
Fade OffsetBlend bias between near and far tiling.
Enable Texture VariationToggles the texture variation system.
Variation ScaleSize of the variation pattern (when texture variation is enabled).
Variation LevelStrength of the variation pattern (when texture variation is enabled).
Enable TriplanarToggles triplanar mapping.
Variance LowLower range of the texture variance.
Variance HighUpper range of the texture variance.
Variance StrengthStrength of the texture variance.
SpecularSpecular value.
RoughnessRoughness value.
Normal StrengthNormal map strength.
Normal FlatnessFlatness of the normal.
Displacement IntensityDisplacement strength. Requires Nanite-enabled landscape.
Height BlendHeight value used for height-based blending against neighbouring layers.
  • Color block (Color, Offset, Gain, Brightness, Contrast, Saturation): post-process color correction on top of the BaseColor slice. Each parameter is independent.
  • Tiling block (Near Tilling, Far Tilling, Fade Length, Fade Offset): the material samples the texture twice (once at near tiling, once at far) and blends between them across distance to hide tiling at long view distances.
  • Variation block (Enable Texture Variation, Variation Scale, Variation Level): an optional secondary noise that breaks up large-scale repetition.
  • Triplanar block (Enable Triplanar): when enabled, the material projects the texture from three world axes and blends, removing UV stretching on steep slopes.
  • Variance block (Variance Low, Variance High, Variance Strength): per-pixel variance that adds local color noise. Cheap.
  • Surface block (Specular, Roughness, Normal Strength, Normal Flatness): standard PBR surface controls applied on top of the textured values.
  • Displacement block (Displacement Intensity, Height Blend): for Nanite landscapes, displacement strength and the height value used in cross-layer blending.