Hi,
I'm currently looking into using PDG for processing a tiled terrain in Houdini.
The terrain in question is based off DEM data and then detailed using the heightfield nodes (erosion, noise etc..)
The workflow in detail is to bring in a piece of terrain using MapBox and then split up the terrain into multiple tiles which are then processed independently and then merged back together for another tile splitting pass to be used in a game engine.
The reason why I decided to split up the terrain into multiple tiles is to take advantage of the OpenCL capabilities when doing the detailing pass.
The actual terrain is quite large (12x12km) and I'm looking for a resolution of 1 voxel/meter. Therefor the need to split up the terrain with some padding before processing.
Considering the fact that I have a 6 by 6 tiles setup, I want to have Houdini go through each tile and then run an HDA and export the result to disk.
Do I need to use PDG for this use case or is there a simpler way to make this work without using PDG.
With my current setup I would have to duplicate the node graph 36 times (6x6 tiles) before getting the final result.
I have looked into some tutorials for PDG and a lot of them just seem to skip the reasons why they make some choices. They just tell you click here and there and do not explain the reasoning behind it.