Auto Landscape

Updated May 25, 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 setup: For landscape creation, material selection, RVT setup, landscape paint
layers, and biome placement, see Set
Up Your Game Environment – Landscape setup
.

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.