Subtopics

Getting Started

Landscape Splines

Workflow

Landscapes allows you to create and manipulate terrain and natural environments in Houdini using its procedural node-based workflow. You can then bring them into Unreal Engine to further edit, render, and bake them. The landscapes generated in Houdini can be highly detailed and dynamic to create complex terrains.

Features and capabilities

  • Use Houdini Heightfield tools to simulate erosions such as Hydro, Thermal, Flow, and more

This video shows a few landscape features used by Far Cry 5 using Houdini:

  • Houdini Engine for Unreal reads landscapes as a heightfield, points, or mesh

  • Create landscape layers, create textures, and material generation

  • Take landscapes from Unreal and use Houdini Engine to convert it into a static mesh

  • Houdini’s scattering capabilities

  • Use PDG to split up large worlds into smaller sizes for faster simulations and help with team collaboration

  • Landscapes exposes the inputs and outputs to seamlessly communicate between other HDAs

    • An example is you can use a river tool controlled by a curve. The landscape can influence the curve to guide its path while the river tool causes erosion to the landscape.

Associated information

Here are some nodes and concepts you may need to understand before creating landscapes:

Unreal

Getting started

Basics

Using Houdini Engine

Reference

Houdini Engine for Unreal Engine is a plug-in that allows integration of Houdini technology into Unreal. Session Sync and Node Sync are two features of the Houdini Engine Plugin to interact with a live session of Houdini.

This plug-in brings Houdini’s powerful and flexible procedural workflow into Unreal Engine through Houdini Digital Assets. Artists can interactively adjust asset parameters inside the editor and use Unreal assets as inputs. Houdini’s procedural engine will then “cook” the asset and the results will be available in the editor without the need for baking.

General information:

Compatibility:

Currently, the plugins has binaries that have been built for UE5.3, 5.2, 5.1, 5.0, UE4.27 and UE4.26, and is linked with the latest production build of Houdini.

Source code for the plugin is available on this repository for UE5.3, 5.2, 5.1, 5.0, UE4.27, UE4.26.

Note

UE5.1 and UE5.0 use the same source files/branches, the 5.0 sources are also intended to be used with 5.1.

Support and reporting bugs:

SessionSync

The Houdini Engine SessionSync feature allows you to connect to a session of Houdini Engine running inside Houdini with its GUI. It supports all the features of the regular Houdini Engine workflow and additional features specific to Session Sync.

Houdini Engine uses a non-UI version of Houdini while Session Sync lets you see and interact with the Houdini session through Houdini’s user interface. It also synchronizes changes made in either Unreal or Houdini so both programs can make changes and see the same results.

NodeSync

NodeSync is a feature for the Houdini Unreal Engine Plugin that enables sharing assets between Unreal and Houdini Session Sync. It works for Skeletal and static meshes.

You can send and receive data to and from Unreal without a dedicated HDA. It works with Static and Skeletal meshes as well as Actors.

Houdini Niagara

The Houdini-Niagara plugin allows you to exchange point cloud data between Houdini and Unreal’s Niagara system using the HoudiniNiagara Data Interface. You can export Houdini’s attribute data as HoudiniPointCache assets. These can then be imported into Unreal to use the Niagara systems and emitters to create complex effects and particle systems.