Hi, having read through this thread I am still confused as to what state World Composition with height-field tiles is in with Houdini Engine 2 (alpha3.2) for Unreal Engine. I am trying to build an HDA that will load tiled height-fields into UE4, but I am not getting expected results.
Currently, I am creating a height-field that is 6051x6051 with a grid spacing of 1. (i.e each voxel is 1 meter.) This is then split into tiles with a
Height-field Tile Split Node with tile count set to 3x3, voxel padding 0, Tile Lower Overlap 0, Tile Upper Overlap 0. This results in 6 tiles each 2017x2017 and voxel size 1. 2017x2017 is one of the allowed sizes specified in the
Unreal Landscape Technical Guide [
docs.unrealengine.com] and the
Houdini Engine Docs [
www.sidefx.com].
However, this results in a visible gap between each tile. From here, I then write these tiles to .bgeo, and make an HDA that loads the .bgeo tiles inside a for loop. In Unreal, with Houdini Engine 2 loaded I can load the HDA and the tiles will load correctly, and will bake to individual levels fine, however
there is still a visible gap between each tile. I have tried changing the settings on the
Height-field Tile Split to have voxel padding or upper/lower overlap to 1, but this results in individual .bgeo tiles that are bigger than 2017x2017, which then
fail to load via Houdini Engine 2 in Unreal.Is this expected? Could some one give a step by step guide for creating height-field tiles for World Composition with Houdini Engine 2? Given the need to end up with individual tiles that conform to the Unreal Landscape Technical specifications, how do you figure out the original height field size and resolution, and then split them into tiles for UE4 so they line up and load into world composition correctly?