I am currently working on river/road generation using houdini.
After watching video from Horizon Zero Dawn, I managed to create something like that.
But there is still a problem: How to get the normal vector of such heightfield?
In Horizon Zero Dawn, they use a negated volume gradient vector add (0,1,0) for normal. This can work, but may not be the right answer.
I convert the height field to polygon, then use a intersect node and primnormal node to get such normal. But this cost too much performance.
Is there a good way to get this normal please?



