It is set via the attribute “unity_hf_terrainlayer_file”.
It keeps coming in at around 50% opacity. If you look at the screenshot below, you can see where we painted in Unity using the brush (right) and it's 100% opacity, and the terrain layer coming in from Houdini which comes in at reduces opacity and blends with what's underneath.
At first we put down a Heightfield Remap to ‘normalize’ the layer in question. But that doesn't help.
Then we used a Volume Wrangle to set mask (before copying it to layer) so that values falling under 0.5 are set 0 and above that to 1.
if (@mask < 0.5) { @mask = 0; } else { @mask = 1; }
That doesn't work either.
Checking the docs for attributes that we have to set in order to get a proper opacity doesn't yield anything either.
https://www.sidefx.com/docs/unity/_attributes.html#AttributesInput_Heightfields [www.sidefx.com]
What is it that we should do in either Unity or Houdini in order to control opacity?
Initially we thought the mask (layer) original opacity controls the opacity in Unity.
Thank you