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¶
Setup¶
- Enable PCG Biomes + PCG
- Create a
BiomeSetdata asset with N biome entries (Forest, Desert, Tundra…) - Each biome references a PCG Graph that scatters its own assets
- Place a
BiomeGraphactor; assign theBiomeSet
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.