Foliage & Biomes¶
Populate your planets with vegetation using biome-driven distribution — dense forests in the temperate zones, sparse scrub in the arid ones.
Biomes¶
Biomes are derived from the planet's generation (height, moisture, etc.), so vegetation placement follows the world you designed in the Terrain Graph rather than being painted by hand.
Distribution¶
- Dense or sparse — control vegetation coverage per biome.
- Biome-driven — distribution keys off the generated biome map, so new terrain you shape automatically re-seeds the right vegetation.
Spawning objects with a Spawner Generator¶
Scatter any mesh (foliage, rocks, props) across the surface with a Spawner Generator asset that compiles a spawn graph into native bytecode.
1. Create the spawner¶
Create a Metaplanets → Spawner Generator asset in the Content Browser.
2. Configure the spawner¶
Pick a mesh, key, scale, and rotation behavior. Options like Align to Terrain Normal keep objects flat on the curved surface.
3. Set the spawn output's key¶
Each Spawn Output node needs a Key. Select the Spawn Output node in the
graph, then change its Key in the Details panel so it matches the key of
the spawner type you set on the spawner (e.g. Cubes). The key is what binds
the output's density to that spawner — if the Spawn Output's key doesn't match
the spawner's, the density you wire in won't reach it.
4. Drive density from a biome¶
Feed a Biome channel (scaled) into the spawner's Density pin so coverage follows your biome mask instead of being a flat constant.
5. Result¶
Compile and place the spawner — the surface fills with instances.