World Inputs allow you to select and send landscape data to your asset’s input.

Press the “Start Selection” button and select the landscape actors you want to send via the input. You can then press the “Use Current” button to commit your selection. The “Currently Selected” actor picker in the Details panel will then display the input’s current selection.

Under “Landscape Options”, you can choose how you want the landscape data to be exported to Houdini.

Landscape options setting

Description

Export Height Data Per Edit Layers

Exports Edit Layer data. If Edit Layers are not required, disabling this will improve performance.

Export Paint Layers Per Edit Layers

Exports Paint Layer data per Edit Layer. If Edit Layers or Paint Layers are not required, disabling this will improve performance.

Export Merged Paint Layers Per Landscape

Export Merged Paint Layers per Landscape.

Export Selected Landscape Components Only

If enabled, only the selected landscape components will be exported to Houdini.

If Export Selected Landscape Components Only is checked, only the currently selected Landscape Components will be exported to Houdini. If unchecked, the whole landscape will be marshalled.

You can also choose what type of data will be represent your landscape in Houdini. Landscape can be exported as:

Export Landscape As setting

Description

Heightfield

Landscape data will be converted to a heightfield 2D volume. All landscape layers will also be added as masks to the heightfield

Mesh

Landscape height values will be converted to a triangulated mesh. Landscape layers will not be sent to Houdini. This is the most costing option of the 3, as more data will be sent through Houdini Engine

Points

Landscape data will be sent to Houdini as points. Landscape layers will not be sent to Houdini

When exporting to Mesh or Points, the following options are also available:

Export setting

Description

Export Landscape Materials

The landscape’s face and hole materials will be exported to Houdini

Export Landscape Tile UV

The landscape’s UVs will be exported separately for each tile

Export Landscape Normalized UVs

The landscape’s UV values will be exported in 0, 1

Export Landscape Lighting

The landscape’s Lightmap information will be exported to Houdini

Unreal landscapes marshalled through a Landscape Input will contain the following Unreal to Houdini Attributes in their corresponding Houdini Node:

as well as these Standard Houdini Attributes:

The input landscape’s Actor/Component tags are sent to houdini as primitive attributes, prefixed by unreal_uproperty_tag_, followed by the tag’s name.

Editable Landscape Layers

HDA Inputs

If a Landscape with edit layers is used as an HDA input, the landscape imports its (final) heightfield and paint layers and to import the heightfields of the individual edit layers using the layer names, prefixed by landscapelayer_.

Note

The imported landscape layers are hidden during import, make sure to use the Visibility SOP to unhide them.

The incoming landscape layers can then be selectively used to generate a new a (additive) landscape layer.

Landscapes

Getting Started

Landscape Splines

Workflow

Landscapes allows you to create and manipulate terrain and natural environments in Houdini using its procedural node-based workflow. You can then bring them into Unreal Engine to further edit, render, and bake them. The landscapes generated in Houdini can be highly detailed and dynamic to create complex terrains.

Features and capabilities

  • Use Houdini Heightfield tools to simulate erosions such as Hydro, Thermal, Flow, and more

This video shows a few landscape features used by Far Cry 5 using Houdini:

  • Houdini Engine for Unreal reads landscapes as a heightfield, points, or mesh

  • Create landscape layers, create textures, and material generation

  • Take landscapes from Unreal and use Houdini Engine to convert it into a static mesh

  • Houdini’s scattering capabilities

  • Use PDG to split up large worlds into smaller sizes for faster simulations and help with team collaboration

  • Landscapes exposes the inputs and outputs to seamlessly communicate between other HDAs

    • An example is you can use a river tool controlled by a curve. The landscape can influence the curve to guide its path while the river tool causes erosion to the landscape.

Associated information

Here are some nodes and concepts you may need to understand before creating landscapes: