

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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