I can submit this form later today or early this weekend. Should I also include the TIFF file I'm trying to use? Ultimately, I am merging 100+ TIFF files, but just one will show the issue.
I followed some simple tutorials by Indie Pixel/Houdini to create a PDG network for use inside Unreal Engine. Everything is going decent, except for my real-world height field terrain. The terrain imports info UE completely flat. The PDG output in Houdini is fine, however, which is strange. I tried a simple height field noise export within the same PDG network using HE for UE, which worked fine. A HDA with the same data, outside of a PDG network, also bakes fine in UE. I attached an image of the flat, incorrect terrain.
Could this be something to do with file pathing? I have tried $HIP, $JOB, $PDG_OUT, and fill file directory paths. I can't get any of them to work.
Any possible solutions would be really appreciated. I can supply more info if needed for someone to help. It would be awesome to have a real-world, split landscape automated inside Unreal with PDG.
I'm generating roads and building information from some imported OSM data. I'm looking to take the buildings generated and project/cast them to the terrain height field. I'm working in a mountainous environment. Currently, all of the building are on the same plane, either too low or clipping the terrain. I'll include a picture here to demonstrate this hurdle.
I'd love some info about related nodes that can achieve my goal. If I could bring these OSM generated buildings to the correct height, the final product would be amazing.