FilipeTessaro - Environment Toolkit: PCG Biomes, Mesh Blending and Dynamic GI

Three C++ plugins for the environment of an Unreal Engine 5.6, 5.7 or 5.8 game, built around your own meshes: Biomecraft places them, Seamcraft blends them into the ground, and Lumicraft lights them. Together they cost about 30% less than bought apart.

Each one is a separate plugin and works without the others. None of them asks you to change your materials, and all three are open to Blueprint, with the C++ source included and public documentation you can read before you buy.

Biomecraft: biomes and ecosystems

  • A biome is a list of layers with rules (trees, shrubs, rocks, ground cover, grass): you drop your meshes in and the rules place them by slope, height, moisture, sunlight and distance to water

  • One ecosystem area covers a whole valley by climate: forest in the moist valleys, rock on steep slopes, meadow on dry flats, plants by the riverbank

  • Paths that clear the plants, level the terrain on their own edit layer and lay a road mesh

  • 1 km² of forest (140,000 instances) generates in about a second. A 4 x 4 km World Partition map with 864,000 instances ran at 17.1 ms per frame in a Shipping build (1080p, Lumen, RTX 2070 Super)

  • Built on Unreal’s own PCG, with no experimental plugins. A free starter kit with 50 CC0 models is a separate download

Seamcraft: blending, bevel and weather

  • Rocks, posts and walls melt into the ground they stand on, with no material changes and no Runtime Virtual Texture

  • The blend is written before lighting, so shadows, Lumen and reflections fall on the edge as they would on the real surface

  • Hard edges get a rounded bevel, only within each actor

  • One volume covers the level with snow, wetness, moss or dust, and keeps it off anything under a roof. Footprints and tire tracks fill back in over time

  • About 0.35 ms at 1080p on an RTX 2070 Super for blending with bevel, and 0.2 ms more for the cover

Lumicraft: dynamic global illumination without Lumen

  • Every dynamic light bounces: sun, point, spot and rect lights, emissive materials and the sky, with color bleeding and no noise

  • The bounce follows moving lights and objects, with nothing to bake and nothing to place in the level

  • About 1 ms at 1080p on an RTX 2070 Super at Epic quality, a third of that at Low, and it follows the engine’s GI scalability like Lumen

  • An optional bake for static levels (0.21 ms in the example village), split screen with GI per player, and a light sensor for stealth games

What it is not. No art is included: the trees, rocks and buildings in the gallery are CC0 models and demo scenes, not part of the products. The plugins work with the meshes you already have.