Houdini 22.0 Copernicus heightfields and terrains

Terracing

Step by step closer to the top.

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Terraces are topographic features, not layers. They form when a river or sea cuts into an older level, leaving behind flat, step-like ledges. Common types include:

The typical V-shape of river terraces is the result of erosion processes of varying duration. Near the surface, the rocks were exposed to erosion for a longer time and more of the rock has weathered. The eroded material slides down the valley and is carried away by the river at the bed of the valley.

When you think of terraces, you might imagine huge structures like canyons. However, terraces also occur in relatively small areas like the banks of a creek. To sum up, one can say that terraces are a good method to enhance your terrain’s overall appearance and mimic topographic features.

Out of the box, Houdini’s terraces often look artificial, because they have hard edges. That’s why terraces are typically combined with other nodes and masks to give them a natural look. Even for man-made structures like the famous rice terraces in South Asia, it makes sense to add a slight amount of blurring or some mild erosion.

Houdini’s terraces are always horizontally aligned and there’s no default method for changing their orientation. The height of Houdini’s terraces is also fixed and you need custom solutions to art-direct this feature.

Adding terraces

The node for creating terraces is the HeightField Terraces COP. You can add this node anywhere inside your network, but you need at least a terrain, for example a HeightField Noise recipe. It’s also possible to use multiple terrace nodes with different masks and parameters.

By default, the node creates terraces between a terrain height of 10 and 100 meters. This is the masked area and displayed as a red band on your terrain. To modify this band, change the HeightField Terrace SOP’s Min Height and Max Height parameters. If you're not sure about working values, click Compute Range.

Method lets you choose whether you want to define a fixed Step Size (“height”) for the terraces. You can also add variation with a Random Step parameter to avoid an artificial or uniform look. With Number of Terraces, you can exactly define how many terraces you want to create between Min Height and Max Height. Again, Random Step lets you vary the individual height of the terraces.

When you turn on Add Layers, it’s possible to further subdivide the terraces to break regular patters. You have random seeds to create different looks. The Layers parameter defines how many intermediate terraces you’ll apply.

Mesa and cliffs

The HeightField Terrace COP outputs two layers called mesa and cliffs. The mesa layer (left image) contains the horizontally clipped areas of the terraces. The cliffs layer (right image) represents the vertical parts.

Erosion and slump

The HeightField Terraces COP creates rather regular and horizontally aligned structures. When you add a HeightField Erode COP, you’ll be able to break the patterns and blend the terraces with the terrain. However, erosion sometimes tends to erase the terraces almost completely. In such cases it’s necessary to adjust erosion parameters like Iterations and Feature Size. Decreasing Erodability is also a good way to conserve as many structures as possible. Erosion masks can also help to protect the terraces.

Adding slump with the HeightField Slump COP is another way to improve the look of a terrain’s terraces. You typically use masks to restrict the creation of slump to specific areas.

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.