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PCG Biomes

The PCG Biomes plugin layers multiple PCG graphs by density. Each biome contributes a weight; the system picks per-point which biome owns that spot, eliminating hard transitions.

Concept

Point → climate sample → biome weights → pick highest → run that biome's subgraph

Setup

  1. Enable PCG Biomes + PCG
  2. Create a BiomeSet data asset with N biome entries (Forest, Desert, Tundra…)
  3. Each biome references a PCG Graph that scatters its own assets
  4. Place a BiomeGraph actor; assign the BiomeSet

Drivers

Biome weights can come from:

  • Texture mask painted in landscape (one channel per biome)
  • Climate sampler (PCG node) — derives temperature / humidity from altitude + noise
  • Per-cell attribute for World Partition cells
  • Distance from a spline (e.g. "river → forest near it")

Blend behavior

Biomes don't blend visually — they win or lose per point. To soften transitions, increase point density in the boundary regions or use multiple smaller biomes whose distributions overlap.

Performance

  • Each biome runs only on the points it owns — sparse biomes are nearly free.
  • Cache biome weight textures in an RVT so they're cheap to sample per point.

See also