Dmitrii Vlasenko showcases the power of moving Houdini's high field tools over to Copernicus (COPs), utilizing GPU acceleration to process height fields as 2D volumes. He breaks down the incredibly helpful new "two-flag" workflow for simultaneous 3D height and texture previews, introduces a suite of new nodes like Strata and Clip, and walks through a revamped color ramp preset system. Finally, he demonstrates how to use "recipes" to save procedural setups as reusable node blueprints, sharing step-by-step builds for organic sand-rock and seamless, tiling cobblestone environments.