Use any color map to drive biome placement
Use any Landscape Layer to drive biome placement
Use any Auto-material to drive biome placement
Reads Physical Material Assets
Use grid spawning with snap rotation to generate manmade structures
Use a spline shape to define where a biome should spawn
Use a spline path to define where a biome should spawn
Leverage partitions and built in optimizations to spawn extremely dense worlds that update quickly
Use nature-based seed spawning to fill a world with believable growth patterns
Spawn PCG assemblies as part of any biome.
Use one data asset to define every biome
Reads both meshes and assemblies
Random variation on each spawned assembly
Use the built-in tagging widget easily add tags for assembly randomization
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