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Houdini to Substance Painter Workflow for Heightfield Terrains! 

 Here I demonstrate how to export a simple heightfield from Houdini and import it into Substance Painter. We generate mask images using all the fancy Heightfield information we get from the erosion node like the Cliffs, water, debri, and so on. Then we use these mask images and plug them into the Substance Painter to setup materials for shading.



CREATED BY

BUBBLE PINS

Transitioning from a coder to a 3D artist. Houdini was the best option for me after I explored a different number of 3D software applications. I love the procedural workflow in Houdini and how easily accessible the attributes of the geometry are available to the user. This makes it a lot easier to focus on creating a good render and less time wasted on trying to figure out how to access certain geometry points or edges.

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COMMENTS

  • jki16618 3 years, 1 month ago  | 

    It is helpful to explain using terrain segments by Labs Terrain Mesh Rob instead of using ConvertHeightfield node. Applying the Labs terrain Mesh Rob and Reorder_Udim_Tiles for painters big help to adding details in Substance Painter. I have access downloading the Reorder_Unidm_Tiles for painters from the BubblePINs membership, but I am having hard time to download the Labs terrain Mesh Rob. Is there way to access this node only? It seems quite useful to create geometry with colored in uv's , so it allowed to easily create separate UNIMs. Thank you.

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