Auto Landscape

Updated May 23, 2026

Auto Landscape

The Auto Landscape tools provide the landscape material and environment-material foundation used by Hyper environment maps. Start here when you need the material, RVT, paint-layer, and biome base to behave consistently before adding forests, props, paths, water, or gameplay actors.

Related Videos

Version note:

some videos may have been recorded before V4. The same principles still apply,

but current project names and written docs should be treated as the source of truth.

  • Landscape Material Part of the Environment Building Toolkit
    Play

What This System Covers

  • Landscape material presets for Hyper environments.
  • Material instance tuning for textures, snow, grass, and environment look.
  • RVT integration when the project uses Runtime Virtual Texture blending.
  • Landscape paint layer support for custom painted areas and physical material assignment.

Use It When

  • You are setting up a custom landscape for a Hyper-based map.
  • You want the landscape material to work cleanly with weather, biome generation, RVT blending, and physical surface rules.
  • You need a consistent material base before placing forests, props, paths, water, or gameplay actors.

Integration Notes

  • Start with the existing Hyper landscape material presets unless you already have a project-specific landscape stack.
  • If the Weather System is used, prefer letting that system drive snow-related runtime behavior instead of hardcoding it only in the material.
  • Only enable RVT when the project is configured for virtual textures and you actually need mesh-to-landscape blending.
  • Assign physical materials to landscape layers when other systems depend on surfaces, footsteps, traces, or environment filtering.