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 setup: For landscape creation, material selection, RVT setup, landscape paint layers, and biome placement, see
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.