> For the complete documentation index, see [llms.txt](https://sylvl.gitbook.io/panoramake-release/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://sylvl.gitbook.io/panoramake-release/interface-overview/builder-interface.md).

# 🎬 Builder Interface

{% hint style="success" %}
As stated in [Installation](/panoramake-release/introduction/installation.md#launching-the-interface) , it's heavily recommended to dock/snap the Builder Interface to the left of your viewport as it was **designed to be used vertically to leave more space for it!**

**All the screenshots of the Interface in the documentation will be shown vertically.**
{% endhint %}

![](/files/j0oGiRlvQyg3pb0XXaX9)

<table><thead><tr><th width="109" align="right">Number</th><th width="628.4285714285713">Function</th><th data-hidden></th></tr></thead><tbody><tr><td align="right">1</td><td><p><strong>Preview image of the base color of the current layer.</strong> </p><p>Useful to keep track of where's the user in the shader.</p></td><td></td></tr><tr><td align="right">2</td><td><p><strong>Name of the current Base/Sub-Layer.</strong> <br></p><p>Can be clicked and edited, is shown here, when a sub-layer number is hovered, or when the layers are listed in the Mask Linking window.</p></td><td></td></tr><tr><td align="right">3</td><td><strong>Alerts the user that the landscape is currently uncached.</strong> <br>Hidden when the Instance is cached, clicking it shows the caching options.<br>See <a href="/pages/8JaH5dAk36UGydlH3UBU">Landscape Caching</a> for more informations.</td><td></td></tr><tr><td align="right">4</td><td>Sets the Sub-Layer to be used as a <a href="/pages/l3iinnYBpaGphbCFlpAm#grass-only-mode"><strong>Grass-Only layer.</strong></a><br><br>The Mask and Material tabs on top switch the interface to editing the <a href="/pages/AQB06fBurSbeiAu8kfMG">Mask</a> / <a href="/pages/SJJQH5NcD4gpynAo0En9">Material</a> / Grass adjustements of the Sub-Layer.</td><td></td></tr><tr><td align="right">5</td><td>Toggles <a href="/pages/82DAQv9JE0CDzsVsPem2"><strong>LOOKDEV View.</strong></a> Turns bright orange when enabled. </td><td></td></tr><tr><td align="right">6</td><td><p><strong>Changes the curently edited Sub-layer/Base Layer.</strong></p><p>The color of the side bar indicates the status of the Sub-Layer.</p><p></p><p>If the Sub-Layer has a debug feature enable from its <a href="#contextual-menus">contextual menu</a>, the button will turn orange. <br><img src="/files/GFS0AMIwL35opq3ch2cu" alt=""><br></p><p><strong>Yellow</strong> : <a href="/pages/8JaH5dAk36UGydlH3UBU">Uncached </a>; heavier on complexity. <br><strong>Blue</strong> : <a href="/pages/8JaH5dAk36UGydlH3UBU">Cached</a>. lighter on complexity. </p><p><strong>Green</strong> : Sub-Layer set as <a href="/pages/l3iinnYBpaGphbCFlpAm#grass-only-mode">Grass-Only</a>, only Mask is rendered to be used to apply Grass meshes. </p><p><strong>Red</strong> : There is an error on the Sub-Layer.<br><strong>White</strong> : Unused, does not affect complexity.</p><p><em>NOTE : These status only show automatically applied masks, and <strong>do not take the manually painted masks into account !</strong></em><br><br>The smaller button to the right of the main button allows for focusing <br>Sub-Layers when in <a href="/pages/82DAQv9JE0CDzsVsPem2">LOOKDEV </a><a href="/pages/82DAQv9JE0CDzsVsPem2">View</a>.</p></td><td></td></tr><tr><td align="right">7</td><td><p>Import Area : <strong>allows to import the Material/Mask from a preset or other supported Material Instance for backup/convenience purposes.</strong> </p><p>See <a href="/pages/6okiPuDEXJuylokhOnYi">Exporting/Importing Presets &#x26; Materials</a> page for more information.</p></td><td></td></tr><tr><td align="right">8</td><td><strong>Shows the names of the Landscape/MatInstance and Master currently being edited.</strong> Clicking the button with the grass icon opens the Master Material directly in the Unreal Editor. <br><br>The <strong>Instance</strong> should <strong>never</strong> be opened directly in Unreal, only be edited with the builder.</td><td></td></tr><tr><td align="right">9</td><td><p><strong>Shows information about user actions</strong> (For example if the texture imported is using the correct format, if there's an error, etc.)<br>Clicking the arrow opens the console and allows the user to input commands.</p><p>See <a href="/pages/yxKnlBQoJEDT5KkZXZlh">Console Area</a> for more details.</p></td><td></td></tr><tr><td align="right">10</td><td><strong>Counts the current number of texture objects used in the Instance when using</strong> <a href="/pages/V4M4Bz5m6IUd7IRulQI4"><strong>Unified Cross-Platform</strong></a><strong>.</strong></td><td></td></tr><tr><td align="right">11</td><td>Shows the installed version of PANORAmake.</td><td></td></tr><tr><td align="right">12</td><td><strong>PCG Control button</strong> (show only on UE 5.2+ <a href="/pages/nawCh7JR7hInws9jc7Mp#pcg-settings-5.2">if enabled</a>)<br>Clicking it will disable all the PCGs in the world. Re-clicking it will reactivate and refresh them.<br>Very useful to work on the Landscape without being interrupted constantly.</td><td></td></tr><tr><td align="right">13</td><td><p>Allows the user to enable/disable or change the currently edited biome <strong>(If using the Double or Multi presets).</strong> </p><p>Clicking on <strong>CL</strong> will show the <strong>Correction Layers</strong> which can only be painted manually.</p></td><td></td></tr><tr><td align="right">14</td><td>Opens the Builder settings (see <a data-mention href="/pages/nawCh7JR7hInws9jc7Mp">/pages/nawCh7JR7hInws9jc7Mp</a>for more information)</td><td></td></tr><tr><td align="right">15</td><td>Switches to the Instance's <a href="/pages/ktvlttkjQNPbM59eTzAY#instance-settings">Global Settings</a>.</td><td></td></tr><tr><td align="right">16</td><td>Switches to the Instance's Global Effects.</td><td></td></tr></tbody></table>

## Contextual Menus

**Left-Clicking on some interface elements will open a context menu**, which allow for useful features.

<div><figure><img src="/files/MRyHM7At8SY4eBcUEXK6" alt=""><figcaption><p>From the Sub-Layer buttons</p></figcaption></figure> <figure><img src="/files/vWAxrpNhqjuotDPWkx1G" alt=""><figcaption><p>From a value</p></figcaption></figure> <figure><img src="/files/Q2oXQrX5967mhkbG4PxX" alt=""><figcaption><p>From a tab</p></figcaption></figure></div>

<table><thead><tr><th width="104.0001220703125">Zone</th><th width="618.4000244140625">Options</th></tr></thead><tbody><tr><td>SubLayer Buttons</td><td><ul><li><strong>Contains Debug toggles for the Grass Map or the whole SubLayer, to quickly preview the Instance without it in the way.</strong><br>This is very useful for debugging purposes, and shows the button as orange when one of them is enabled to remind the user that debbuging options are enabled.</li><li>The Lookdev Color button changes the color of the layer when in <a href="/pages/82DAQv9JE0CDzsVsPem2">LOOKDEV </a><a href="/pages/82DAQv9JE0CDzsVsPem2">View</a></li><li>The <strong>Restore to Default</strong> button resets the Instance to all its default values.</li><li>The <strong>Export Preset</strong> button opens the preset exporter window. <br>See <a href="/pages/6okiPuDEXJuylokhOnYi">Exporting/Importing Presets &#x26; Materials</a> page for more information.</li></ul></td></tr><tr><td>Values</td><td>The <strong>Restore to Default</strong> button resets the valueto all its default values.</td></tr><tr><td>Tabs</td><td><a href="/pages/9y18QPg52HXgQTim5h2c">Allows to comment/remove a comment for the selected section of the current Sub-Layer.</a></td></tr></tbody></table>

## 🎬 [Selecting Textures](https://www.youtube.com/clip/UgkxoscrQuL0oSFrlnU4olzf0xKzD-j6fmaJ)

<figure><img src="/files/dV0T6NGyIIRJROEfVy4V" alt=""><figcaption><p>Example of the Normal Map texture slot.</p></figcaption></figure>

<table><thead><tr><th width="112">Number</th><th>Info</th></tr></thead><tbody><tr><td>1</td><td>Thumbnail of the current texture.<br><strong>Clicking it opens the Texture Picker (see below.)</strong></td></tr><tr><td>2</td><td>Applies the selected Texture from the content browser.</td></tr><tr><td>3</td><td>Points the content browser/drawer to the current Texture</td></tr><tr><td>4</td><td>Shows the color space of the texture currently set.<br>See <a data-mention href="/pages/7jqQEVv6Zuef0vvvaori">/pages/7jqQEVv6Zuef0vvvaori</a>for more information.</td></tr><tr><td>5</td><td>Name of the current texture.</td></tr></tbody></table>

**To change a texture, you have to click on its thumbnail.**&#x20;

The texture picker will then appear :

![](/files/JbeYh1PIz0zf0o9IsC79)

Each texture has its color space below its name. Clicking the folder will show the texture in the content browser/drawer.

By default, the texture picker will always try to show only relevant textures for the slot clicked. For example, by default clicking on the thumbnail of a Normalmap slot will only show maps set up as Normal Maps.

The Nml-Gray-Color and sRGB-RAW buttons on top filter which textures can be seen in the picker. In the above example, we clicked on the Base Color, so a sRGB Color map is expected and as such only those are shown by default.


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