GeoVeyra XUSER GUIDE · V1 (1.0.0) · UNREAL DOJOPrint / Save as PDF

DOCUMENTATION · UPDATED 21 OCTOBER 2026

Appearance and surfaces

Apply a surface

  1. Select a generated landscape or continue a new import to Appearance.
  2. Choose GeoVeyra automatic or Use my material.
  3. For the built-in system, choose Green hills, Coasts, Desert or Mountains as a starting point.
  4. Add or adjust surface rules. Review the reduced Surface preview and coverage masks.
  5. Run Analyse & preview when terrain, evidence or rule analysis needs refreshing.
  6. Enable Apply analyzed weights to an editable layer when you want the analyzed coverage committed to landscape paint.
  7. Use Apply Surface for an existing target, or finish generation for a new landscape. Save the resulting assets.

Eight ground families

Grass, Soil, Forest floor, Rock, Scree, Sand, Mud and Snow are ground material families. Their native paint names include Dirt for Soil and Forest for Forest floor. A Forest material does not spawn trees; use your own foliage workflow if needed.

You can adjust supported textures, scale, tint, normals and roughness. Custom landscape materials need compatible layer mappings; arbitrary custom shaders are not reproduced in the draft preview.

Rule order and blending

Rules are evaluated in order. Changing blend strength, enabling a rule or moving it changes the combined recommendation. Preset photographs illustrate a style; they are not promised generated results.

Preview updates do not by themselves commit paint to the actual landscape. If the preview changes but the level does not, check the target landscape, analysis freshness, editable-weight option and Apply Surface.

Satellite versus surface preview

Satellite imagery supplies geographic colour/context. Built-in PBR ground textures supply surface appearance. The isolated Surface preview does not include the full satellite, geographic paint, foliage, displacement or custom-material result; judge those in the applied level.

Manual painting

Use the manual-paint preparation controls before editing the owned artist layer. The Override_ targets provide explicit artist overrides. Keep artist work on its intended edit layer. After sculpting, analyse again before applying derived coverage.

Relief and quality

Start with normal-map detail and displacement off. Triplanar projection, anti-tiling and near/far blending can add GPU cost. Optional Nanite tessellation requires a supported configuration and a successful rebuild; shader relief does not alter collision or vegetation traces. Displacement combined with RVT output is unsupported in this qualified workflow.