I am not sure the documentation on this is up to date, but I think you can paint different materials on one landscape:
https://docs.unrealengine.com/latest/INT/Engine/Landscape/QuickStart/5/index.html [
docs.unrealengine.com]
I suspect this information is relatively dificult to extract, but technically it could be useful for controlling scattering. Basically if this info was some kind of per point attribute, it could be converted into simple vertex paint and then processed to change regional distribution. This would be quite useful.
Normal and tangent data are relatively pointless, because you end up recreating the terrain in Houdini Engine for scattering anyways. (I could be wrong on this, but basically they just use smoothed normals on the whole Landscape.)
Similarly UV data seems rather useless unless you could detect UV tension. Then you could scatter stuff in regions of high UV tension to cover up bad UVs.
On another note:
I am reading the Houdini Daily Build Journals and I don't think I see the changes from
https://github.com/sideeffects/HoudiniEngineForUnreal/issues/7 [
github.com] . Maybe I am looking in the wrong place. Anyways, I don't mind if it's not in the Journals, but maybe you could leave a note on
https://github.com/sideeffects/HoudiniEngineForUnreal/issues/7 [
github.com] which build contains a specific change. - Sorry about that, I just don't like to experiment with getting new builds to test experimental features that might or might not be in there… Too many variables.
Are these new features documented somewhere (like the Houdini docs)?
Landscape output could be achieved by using UE4 tools for landscape creation. Basically you could just automate the process of creating a new landscape from a heightmap texture and copy paste the parameters (like scale, position and resolution) from the input landscape. Now that I think about it, I could output a height-map myself…
Thank you for your work!