Houdini 20.0 Nodes Geometry nodes

HeightField Tile Split geometry node

Splits a height field volume into rows and columns.

Since 16.0

The usual workflow for this node is to animate the Tile number parameter to extract each individual tile, for example in a for-each loop, to save each one to an individual file. This can be useful to work on the tiles in parallel, or to break huge areas into chunks for a game engine.

You can add padding to the tiles so they overlap after being split. This can help avoid display cracking, and can help if you need to blend the tiles back together after modifying them individually.

Use Height Field Tile Splice to stitch split tiles back together.


Voxel Layout

The orientation of the input volume. When this is set to “Auto” (the default), Houdini guesses the plane from the volume’s orientation.

Tile Count

Number of columns and rows to divide the volume into.

Extract Single Tile

Only output the tile specified in the Tile number parameter. This is useful to save or work on each tile individually in a for-each loop. If you turn this off, the output contains separate volumes for each tile, but all with the same names.

Tile Number

Which tile to output, when Extract single tile is on. If this value is greater than the total number of tiles, it wraps around.

(You can calculate the total number of tiles using an expression like ch("tilecountx") * ch("tilecounty").)

Voxel Padding

Amount of overlap to add across tile boundaries (in voxels).

Tile Lower Overlap

When extracting tiles, they will overlap their neighbours in the negative direction by this many voxels.

Tile Upper Overlap

When extracting tiles, they will overlap their neighbours in the positive direction by this many voxels.

See also

Geometry nodes