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

**URL:** <https://forums.unrealengine.com/t/filipetessaro-environment-toolkit-pcg-biomes-mesh-blending-and-dynamic-gi/2854825>\
**Category:** Product Discussion\
**Tags:** fab\
**Created:** [November 12, 2026, 11:54pm UTC](https://forums.unrealengine.com/t/filipetessaro-environment-toolkit-pcg-biomes-mesh-blending-and-dynamic-gi/2854825 "2026-11-12T23:54:14Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![FilipeTessaro](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/filipetessaro/32/1194666_2.png) [@FilipeTessaro](https://forums.unrealengine.com/u/FilipeTessaro)\
**Post date:** [November 12, 2026, 11:54pm UTC](https://forums.unrealengine.com/t/filipetessaro-environment-toolkit-pcg-biomes-mesh-blending-and-dynamic-gi/2854825/1 "2026-11-12T23:54:14Z")

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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.

> **[Environment Toolkit: PCG Biomes, Mesh Blending and Dynamic GI](https://www.fab.com/bundles/261ae952-3938-4b25-b4ad-8540f5a62c7a)**
>
> 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...
