# Starting a new Instance

{% embed url="<https://youtu.be/s7cf_5OSxx0>" %}
Video showing the start of the Builder and the creation of an Instance.
{% endembed %}

Select your Landscape in the lower left corner bar.

If the selected landscape does not have an assigned PANORA|make Instance assigned to it, this window will pop up.

![](https://3422122786-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKy5lT5JIdDDFDRaA6D4d%2Fuploads%2F2tjgpEqHHIRZozmz3ZYH%2Fimage.png?alt=media\&token=dabe3cf6-1966-451e-810d-46b226d63b56)

{% hint style="info" %}
Depending on your license, you'll have more or less choices for your mode selection. Please refer to the [Licenses Differences](https://sylvl.gitbook.io/panoramake-legacy-docs/introduction/licenses-differences) page for more informations.
{% endhint %}

The path and assets need to be typed to the correct location and name if you want to change the values. Please note that if a file already has the same name it won't be created.

Then, selecting one of the modes will then make the Master & Instance and assign them to the Landscape.

![The editor will freeze, it's expected.](https://3422122786-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKy5lT5JIdDDFDRaA6D4d%2Fuploads%2FUZKomma0tUPzSUmSTAqR%2Fimage.png?alt=media\&token=00ffc365-1823-4f9b-ac48-180f9b6626c4)

The first time an Instance is opened in an Unreal Editor session, the editor will freeze while precaching the project's content. This is normal.

{% hint style="danger" %}
**The very first time you open the builder, it'll have to cache all your textures/materials, so if you installed PANORA|make on a big project it'll take very long to initally cache everything !**&#x20;

**Let it do its thing, the subsequent openings won't be as slow.**
{% endhint %}

### Assigning Layers

Go into your Landscape Options, and the Paint tab.&#x20;

![](https://3422122786-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKy5lT5JIdDDFDRaA6D4d%2Fuploads%2FQmP5emKxwPhJZYdTt1aA%2Fimage.png?alt=media\&token=1f0d3e77-b8e7-41a8-b000-ba16a7954ec6)

In the Paint tab, you'll be able to see all of the Sub-Layers. Click on the + icon next to them to create a Layer Info.&#x20;

![](https://3422122786-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKy5lT5JIdDDFDRaA6D4d%2Fuploads%2FbIIHvniJRbwGtAXzqNDN%2Fimage.png?alt=media\&token=5a4d3547-96cc-4c12-9df1-d13ed8734677)

{% hint style="warning" %}
The "BIOME" / "CorrectionLayers" layers must be created as **Weight-Blanded.**

The other "SubLayer" layers and the ERASE-GRASS must be created as **Non Weight-Blended.**
{% endhint %}

For the BIOME layer, after creating the Layer Info, right click on it and select "Fill Layer" to assign the Automatic mask portion of the shader to your Landscape.

If needed, do the same for the Sub-Layers you need to paint manually to the terrain.

Once done, you can go back to the Builder interface.

The next section will show the interface in more details.

{% hint style="danger" %}
There can be too many layers shown in the Target Layers section on Unreal 5.0 and older. As such you may need to fiddle with the scroll bar or change the order to access the Sub-Layer you want.<br>

This was a Limitation of Unreal and is **fixed since the 5.1.**
{% endhint %}


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