hektor
You don't need to have Houdini every time "recompiling" terrain from scratch. What you normally do, you basically have a HIP file where you generate your terrain, at the end you save it as BGEO. Then you create a simple HDA which just merges that BGEO and that HDA is loaded in Unreal.
awesome thanks! i really didn't want to have to save out multiple images (for height / water / etc), so i'm glad this will fix that.
Out of curiosity, I get the impression you have to have two HIP files, because if i have both a terrain file load and a terrain file generation inside my HDA, unreal will compile both, when i obviously don't want it to compile the terrain generation part.
I THOUGHT that not having the terrain generation go to an output node would stop unreal from compiling it, but nope. I then thought that having the terrain gen and terrain file load go to a switch and the switch is just set to load the file would have unreal not compile it, but nope there as well. I'm brand new to houdini, but am I correct in that there's really no easy way to have the terrain gen be in your scene, but stop unreal from ever compiling it because there's already an image baked? In all the other node based apps i use, they don't compile any code that's not hooked up to the out or a switch, so i feel i'm missing something.
i could probably select all the terrain gen nodes and disable them, but i don't want to do that because some of them are temp nodes that need to be disabled, so if i disabled all, i'd have to find the ones that were supposed to be disabled and disable them again (every time), which sounds annoying.