> For the complete documentation index, see [llms.txt](https://hiveminddocs.gitbook.io/hivemind/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://hiveminddocs.gitbook.io/hivemind/environments/modular-rural-town/documentation.md).

# Documentation

## <mark style="color:blue;">**Materials**</mark>

### **MM\_Basic\_PBR**

<div align="center"><figure><img src="/files/F0feRidzDfRKNPbdZF2P" alt=""><figcaption></figcaption></figure></div>

{% hint style="info" %}
Main material used for every prop in the pack.
{% endhint %}

When creating an instance we have the following parameters:<br>

<div align="center"><figure><img src="/files/HVc6iohWY8mE8jDGHpBF" alt=""><figcaption><p>Base Color map<br>Normal map<br>ORM has 3 maps in 1 to optimize project files.<br>O - Ambient Occlusion<br>R - Roughness<br>M - Metallic</p></figcaption></figure></div>

<div align="center"><figure><img src="/files/QMbpekEbRCcVB7W2nCkm" alt=""><figcaption></figcaption></figure></div>

UV Parameters to change offsets/Scale

<div align="center"><figure><img src="/files/bpELRbK2YdrycqjpeELP" alt=""><figcaption></figcaption></figure></div>

Option to add a secondary material on top of our main one to add specific changes to the prop, like a more worn aspect.

<div align="center"><img src="/files/pLNCR2UL0EVBayj76Dxa" alt=""></div>

* Simple Dust option with contrast/Scale with masking, can be used to add snow onto props or others
* Map intensity parameters to adjust simple things without having to reimport
* Color tint option to adjust color map
* Emission map in case its needed we check the box
* Opacity map in case its needed we check the box
* PDO Adds a PDO value to our scalar parameters to blend obecjts better with the floor/props around them, creates an opacity dither to make pixels disappear when touching our other objects, like landscape

<figure><img src="/files/b4ui4bDVm8DujK3SHfVb" alt=""><figcaption></figcaption></figure>

Wind enables the option to make props move like cloth through vertex offset, just add speeds and tweak contrast/intensity values.

### **MM\_Glass**

<div align="left"><figure><img src="/files/nKNg1CEotFirxcQiafgJ" alt=""><figcaption></figcaption></figure></div>

Simple glass that has color/refraction and roughness values for us to tweak and achieve a good look with masks.

### **MM\_LocalDust**

<div align="left"><figure><img src="/files/ht5w5U9sSeszagVKNKQh" alt=""><figcaption></figcaption></figure></div>

Works with our NS\_LocalDust to create a simple particle dust behaviour moving.\
Can change the speed/intensity and colors.

### **MM\_BlendMask**

<figure><img src="/files/q6cvu6J4nhr24TXLBSmG" alt=""><figcaption></figcaption></figure>

Creates a simple triplanar material with the option to add another triplanar material on top and blend them with masks

<figure><img src="/files/B3LuJ2Yp7ExBX6ASJjfM" alt=""><figcaption></figcaption></figure>

We can change the material maps, UV scaling, normal intensity, roughness intensities, color tints, masks and contrast/intensity of those masks.

### **MM\_Road**

<div align="left"><figure><img src="/files/TKK2Si9V5XQUZO1cuhjv" alt=""><figcaption></figcaption></figure></div>

<div align="left"><figure><img src="/files/oil6oThLVa4Xs2lC0puU" alt=""><figcaption></figcaption></figure></div>

Our material has simple albedo/normal tweaks and the option to use PDO to blend it with the landscape.

### **MM\_SharpenFilter**

<div align="left"><figure><img src="/files/aFKJQKVU20phckhnfAk5" alt=""><figcaption></figcaption></figure></div>

Adds a sharpen filter to the whole project if we add it to our postprocess materials and give it a value.

***

## <mark style="color:blue;">**Blueprints**</mark>

![](/files/YA4a9VsPkoZfKyN7DmCw)

The majority of our blueprint are merged meshes to create interesting prop positions, useful blueprints are:

### **BP\_Godray**

When thrown in the scene we have a simple 2 planes ray card that has values to change color/intensities and contrast to those planes, they act as rays of light.

### **BP\_SplineDeform / BP\_SplineNoDeform**

<div align="left"><figure><img src="/files/OYOA9nzISabpYDuSsIqz" alt=""><figcaption></figcaption></figure></div>

It lets us have a mesh following a spline, first BP adds a deform to the meshes to follow the path straight, the second BP doesn’t deform our mesh but still follows the path.\
Visualize it on L\_Showcase.<br>

<figure><img src="/files/I7TXDtt6imYnS5mMDaXn" alt=""><figcaption></figcaption></figure>

### **BP\_SplineTool\_Wires**

<div align="left"><figure><img src="/files/5GqQ5yi1vCFCTxYN929w" alt=""><figcaption></figcaption></figure></div>

Throw two dots in the scene, select one of them and add a connector, a wire will appear connecting both of them.\
![](/files/FhwvVoCWOyN3TtuSwYyz)

For rendering purposes we should use an engine warm-up frame in the anti-aliasing tab of minimum 600 frames to have our wires in the correct position, if not they will be bouncing because of gravity.

***

## <mark style="color:blue;">**Particles**</mark><br>

<div align="left"><figure><img src="/files/lSo8WimGaMGz08jgvASD" alt=""><figcaption></figcaption></figure></div>

* NS\_Birds makes birds spawn from one point in one direction
* NS\_LocalDust adds simple dust in one area, can scale it if needed
* P\_Fire is used for candles and has a bigger area light
* P\_Fire\_Barrel is used for barrels with better optimization and less intensity

## <mark style="color:blue;">**Useful information.**</mark>

<div align="left"><img src="/files/MScRgjH4nojcvqSoY76J" alt=""></div>

We have a level instance in L\_Overview, our demo level, at the bottom right we can change the light of the whole level to make it day/night just by selecting the correct LightScenario level.

<div align="left"><figure><img src="/files/dL3Y0ZaKcsv88SkweY5F" alt=""><figcaption><p>Post process material is added to L_Overview.</p></figcaption></figure></div>


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