Building a Procedural Planet in UE5 —Noise Layering & Biome Blending Explained — PlanetGen EP.2 @CodeLikeMe
Building a Procedural Planet in UE5 —Noise Layering & Biome Blending Explained — PlanetGen EP.2  @CodeLikeMe
Uploaded May 2026 | Updated September 2026, 2 weeks ago
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📖 WHAT THIS VIDEO COVERS
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How to turn a bumpy ball into a real-looking planet — layered noise, continental masking, and biome blending all on a sphere in Unreal Engine 5.
I break down the noise system that gives APlanetSimple its structure: how a single continental layer controls where mountains exist, and how biome weights drive seamless grass, rock, snow, and water blending from vertex colors alone.
✓ Noise layers — stack Perlin, Simplex, Ridged, and Cellular like Photoshop layers
✓ Continental masking — Layer 0 controls where mountains are allowed to form
✓ Smoothstep transitions — no hard edges between plains and peaks
✓ Biome blending — height-driven RGBA vertex colors for grass, rock, snow, water
✓ Three built-in presets — HighDetail, Smooth, and Mountains
✓ Custom layer workflow — tune frequency, amplitude, octaves per layer
✓ Full pipeline — noise → height map → biome weights → vertex color → material
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🌍 GET PLANETGEN
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► Get it on FAB: fab.com/listings/96c36654-f244-4c75-a527-cfaaab2d5ac4
► Project File: patreon.com/posts/157786535
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🌍 GET WORLDGEN V1.6 (Flat Terrain)
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► Get it on FAB: fab.com/listings/e4e93fbe-9326-40b8-a043-a809f788306a
► Free Playable Demo: patreon.com/posts/156846235
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🎮 SUPPORT & COMMUNITY
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► Patreon (project files, early access): patreon.com/cw/CodeLikeMe
► Subscribe for more UE5 dev content: youtube.com/codelikeme
► Email: teez.mrt@gmail.com
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#UnrealEngine #UE5 #ProceduralGeneration #PlanetGeneration #SphericalTerrain #GameDev #IndieDev #OpenWorld #UE5Tutorial #ProceduralTerrain #NoiseGeneration #UnrealEngine5 #CppPlugin #InfiniteWorlds #BiomeSystem
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Building a Procedural Planet in UE5 —Noise Layering & Biome Blending Explained — PlanetGen EP.2

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