Texturing & Biomes

Height paints the picture. Slope tells the story.

How Texturing Works

Terraformer uses a height-and-slope based texturing system. Each biome preset assigns four texture layers to different elevation bands:

The system blends smoothly between layers based on vertex height. Steep slopes get additional rock textures regardless of elevation — because cliffs are rock, not grass.

Biome Texture Sets

Each biome comes with pre-selected textures from a curated library of 2K PBR materials:

Biome Low Mid High Peak
Mountain Forest ground Rocky terrain Exposed rock Snow
Desert Sand Cracked earth Red ground Worn rock
Arctic Ice sand Frozen soil Blue-grey rock Deep snow
Forest Fallen leaves Forest sand Grass & rock Worn rock
Beach Coastal sand Sandy rocks Grass blend Snow cap
Grassland Coastal sand Grass & rock Rocky trail Snow

Texture Blending

The blending between elevation bands is smooth and continuous. There are no hard lines between sand and grass or rock and snow — the transition zones use linear interpolation based on normalized vertex height within each band.

Slope-based overrides add rock textures to steep surfaces. This means a grassy hillside will show exposed rock on any cliff faces, regardless of what height band they fall in.

✅ Pro Tip

Textures are applied during generation and updated when you change biome presets. If you sculpt significant elevation changes after generation, regenerating textures will update the blending to match the new terrain shape.