# 🎬 Builder Interface

***NOTE : It's recommended to snap the interface to the right/left of your workspace !***&#x20;

{% 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/DVTfsdj0OuIwOxuU5TV7)

<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>Preview image of the base color of the current layer. Useful to keep track of where's the user in the shader.</td><td></td></tr><tr><td align="right">2</td><td><p>Name of the current Base/Sub-Layer. <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>Alerts the user that the landscape is currently uncached. <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><p>Opens the preset exporter window. See <a href="/pages/6okiPuDEXJuylokhOnYi">Exporting/Importing Presets &#x26; Materials</a> page for more information.</p><p><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.</p></td><td></td></tr><tr><td align="right">5</td><td>Toggles LOOKDEV View. Turns bright orange when enabled. <br>See <a href="/pages/82DAQv9JE0CDzsVsPem2">LOOKDEV </a><a href="/pages/82DAQv9JE0CDzsVsPem2">View</a> page for more information.</td><td></td></tr><tr><td align="right">6</td><td><p>Changes the curently edited Sub-layer, or switches to the <a href="/pages/ktvlttkjQNPbM59eTzAY">Global options (for the Gear Button)</a> or Base Layer.<br><br>When left-clicked, a contextual menu allows the user to toggle off the grass map or of the specific sub-layer clicked, or its mask to make it as if it wasn't used.</p><p></p><p><img src="/files/WrM1LemKJS5kYLxuA2Gk" alt="" data-size="original">  <img src="/files/NnMnM8ItJJ4rJiZZWD6w" alt=""></p><p>This is useful for debugging purposes, and shows the button as orange when one of them is enabled to reming the user that debbuging options are enabled.</p><p></p><p>The color of the togglers indicates the status of the Sub-Layer.<br></p><p><strong>Yellow</strong> : Uncached ; Heavy on complexity. Should be avoided as much as possible. <br><strong>Blue</strong> : Cached. Light on complexity.Should be used as much as possible.</p><p><strong>Green</strong> : Sub-Layer set as Grass, 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>NOTE : These status only show automatically applied masks, and <strong>do not take the manually painted masks into account !</strong><br><br>The smaller button to the right of the main button allows for focusing <br>Sub-Layers when in Lookdev View. (See <a href="/pages/82DAQv9JE0CDzsVsPem2">LOOKDEV </a><a href="/pages/82DAQv9JE0CDzsVsPem2">View</a> for more informations)</p></td><td></td></tr><tr><td align="right">7</td><td>Import Area : allows to import the Material/Mask from a preset or other supported Material Instance for backup/convenience purposes. See <a href="/pages/6okiPuDEXJuylokhOnYi">Exporting/Importing Presets &#x26; Materials</a> page for more information.</td><td></td></tr><tr><td align="right">8</td><td>Shows the names of the Landscape and Master currentely being edited. Clicking on the "Master" buttons opens them directly in the Unreal Editor. <br><br>The Instance 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>Shows information about user actions (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><p>Counts the current number of texture objects used in the Instance. Unreal </p><p>has a limit of 64 Individual texture objects in a single Instance, which can be problematic when using a lot of materials.<br><br>Also shown when the <a href="/pages/V4M4Bz5m6IUd7IRulQI4">Unified Cross-Platform</a> is enabled, a seconde widget showing the number of texture samplers.</p></td><td></td></tr><tr><td align="right">11</td><td>Shows the installed version of PANORA|make.</td><td></td></tr><tr><td align="right">12</td><td>PCG Control button (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 (If using the Double or Multi presets). </p><p>Clicking on CL will show the Correction Layers.</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></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></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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