Is there a possibility to use more than one definition per BP_PCGBiomeTexture?
I have a texture, which has many colors.
Is there a way to generate those different biomes in one go?
I have already set up all the Biome Definitions and Biome Assets.
If you do not use landscape, then yes.
If you intend to use landscape, then no.
Each landscape component will be/has to be for performance limited to a maximum of 3 layers/12 textures.
If a bihome only has one layer, then you can often do transitions:
Sand gravel grass
Gravel grass rock
Grass rock snow
Which you can picture in a way that follows elevation - but IF you use the landscape, you have to sit there and re-paint zones by hand based on how the landscape component falls on your map.
I would think that - if one cares about ease of work and perfomance - generating the whole thing outside the engine in a DCC like Houdini or similar would be way easier - as it allows for complex shapes, so you can cut components based on paint or even based on biohme zones.
To cut it and make it viable you probably want to somwahat follow the component slicing process that the landscape takes - actually with meshes you can likely triple the size of a regular 256x256 component map - so long as you make good custom LODs for distance tris reduction.
I’m surprised that there isn’t some “ai” tool being worked on that does something similar to what is descirbed above within a DCC or given a full size FBX+texture…
Thank you for the reply.
My main problem is that in UE 5.5 i was able to do various BP_PCGBiomeSetup and set up one Biome Volume which generated multiple Biomes inside a Volume.
In 5.6 the Setup Blueprints are not working anymore.
It seems that I have to go one Layer at a time (per PCGBiomeTexture)… which will be a mess, because I have more than 100 layers…
Going back to 5.5 is not really an option, because I want to use some of the new 5.6 features for other things.