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.