Houdini 22.0 Copernicus heightfields and terrains

Base terrain

Fundamental settings and nodes for terrains.

On this page

To create a basic heightfield in Copernicus, you need only a couple of nodes. The nodes' parameters let you precisely shape the landscape. You normally only have to alter very few parameters to get a completely different look.

Heightfields are created through COP nodes and you can work in different locations. You can create a:

Orientation, scale, resolution

By default, Copernicus layers are oriented in the XY plane, but in most cases you would work in the horizontal ZX plane. With a standard size of 2 by 2 units, the dimensions are not sufficient for large terrains. However, Houdini’s Copernicus heightfields is also suited for small projects. A good example is the Terrain Cobblestone recipe.

The most convenient method to initialize a COP-based terrain is the HeightField COP Network tool that creates a pre-adjusted COP Network SOP on Houdini’s SOP level. Once you've added it, go to the Canvas section to see the relevant settings.

There, Default Canvas is set to from Image Plane. The parameter’s second dropdown, is set to ZX Plane. To make the terrain bigger, Uniform Scale, was increased to 500. This creates a terrain with an edge length of 1 km.

Please also consider to turn on Default Resolution from the Resolution and Properties section. The default values of 1024, 1024 might be too coarse for a large terrain. If you want to change these values, you can also do that inside the COP Network. This means that it’s possible to work at low resolutions. For the final terrain, you increase the parameters, for example to 4096, 4096.

Heightfield base

Inside the COP Network node, create a HeightField node which is essentially a pre-configured Layer COP. On the node, the Type Info parameter is set to Height by default.

You should now see a plain square. If the object is too large, hover the mouse over the viewport and press H to center the heightfield base.

A heightfield node followed by a HeightField Noise COP is the primary way to start with a random terrain. From the tab menu, add a HeightField Noise COP and connect its size_ref input with the layer output of the heightfield node. What you can see now is a rocky terrain with several hills.

Tip

You can also directly start with a HeightField Noise COP and skip the HeightField COP layer.

Below the menu of the Network Editor you can find a Resolution parameter. For more detailed heightfields increase the values. We recommend resolution values that follow the 2^n rule, for example 2^9 = 512 or 2^11 = 2048.

Fundamental noise parameters

Noise is an important part of Houdini’s Copernicus technology in general. You’ll therefore see most of the parameters on other nodes and their mode of operation is always the same.

  • There are many different Noise Types available. The Perlin, sparse and simplex types add detail to the terrain. The cellular types and Alligator, however, are perfectly suited for defining a terrain’s main structure. Then you refine those with a detail noise and/or erosion. White noise produces a blocky, more regular look.

  • With Amplitude you change the maximum height of the terrain. Note that the value is not given in meters and the standard value of 500 doesn’t create hills with an appropriate height. Amplitude is a scale factor that’s applied to each noise value.

  • Element Size determines the size of the noise pattern. With smaller values you’ll get a surface with lots of spikes. Higher settings, however, create a smoother surface with less detail. Element Size is the inverse of the noise’s frequency.

  • Center lets you control the vertical position of the terrain.

The image shows the Spare Convolution, Worley Cellular F1 (Manhattan), and Simplex types.

Visualization

When you look at the terrain with any of the viewport’s wireframe modes turned on, you’ll see a lat-long grid. To change the density of the grid, hover the mouse over the viewport and press D to open the Display Options. There, open the Geometry tab and change Wireframe ▸ HeightField Wire Stride.

Copernicus heightfields and terrains

Creation

  • Base terrain

    Fundamental settings and nodes for terrains.

  • Workflows

    Fundamental concepts for Copernicus terrains.

  • Projection

    Make any geometry part of a heightfield.

  • Terrain recipes

    Learn from examples how to work with heightfields in Copernicus.

Masking

  • Masking

    Define zones of interest and detail.

Natural effects

  • Erosion

    Turn mountains into dust.

  • Slump

    Fill tranches with debris and create flow maps.

  • Terracing

    Step by step closer to the top.

  • Strata

    Layered natural history.

  • Boulders

    Rock your terrain.

VEX

Colors

Conversion

  • Conversion

    Prepare your terrain for further processing.