So I've only been playing around with Houdini for a little while and I spent all day trying to find more information on outputting tiled heightfields, forgive me if this has been answered before I searched through the forums and couldn't find the info I needed.
I setup a super quick test heightfield that is 36km by 36km, and want to divide it into 9x9 tiled heightmaps(each heightmap being 4km by 4km). This is intended to be used in UE4's landscape composition tool so each heightmap can be streamed properly etc.
The problem I'm having right now is that it is exporting the first tile fine, but all the other tiles come out with stretched lines (horizontal or vertical) or completely blank. It's almost as if it is rendering the first tile properly but then it is stretching the edge pixels out much like pixel padding would do when you bake a 3d model(to avoid issues with pixels upon texture LOD's/Mip maps etc).
Any ideas on what I may be doing wrong or is this a bug?
Another issue when trying to import a tiled heightfield into UE4 through the world composition tool is that it requires a specific naming convention. For example, UE4 requires it to be output_x0_y0.png (or .r16 which is preferable format for UE4 landscapes), where as the output I get from Houdini is output.u1_v1.png so it would need to have the period replaced with an underscore and the uv be replaced with xy.
I have attached relevant images to this post. Thank you for your help!



