WORLD BUILDING

Houdini 22 expands Copernicus into a comprehensive environment creation toolkit, unifying terrain, texturing, and ocean workflows in a single procedural context. Faster performance, shared toolsets, and flexible texture-based workflows help artists build, refine, and visualize rich natural environments more efficiently for film, games, and real-time production.

TERRAIN + COPERNICUS

Houdini 22 transforms terrain creation by bringing height fields into Copernicus. Faster performance, new terrain tools, integrated machine learning, and streamlined visualization give artists a more powerful, intuitive environment for building rich, detailed landscapes.

COPS | Copernicus streamlines terrain creation with unified height field tools, direct node workflows, intuitive controls, and rapid terrain visualization using the new ramp editor.

COP NODES | Copernicus lets artists drive terrain erosion with standard compositing tools, enabling flexible, procedural control using ramps, gradients, and direction maps.

STRATA | New Height Field Strata adds layered rock detail to terrains, with included recipes combining strata and slump for realistic sedimentary effects.

COBBLESTONE | New terrain recipes combined with Fractal Sample generate detailed, tiling textures from simple inputs, bridging terrain generation and procedural material creation.

CONTENT LIBRARY | The content library now includes environment examples showcasing advanced terrain creation, texturing, and production-ready world-building workflows.

NEURAL HEIGHT | Neural Layer to Height integrates ML depth estimation into Houdini, combining seamless workflows with procedural tools for editable, high-detail terrain generation..

DISPLAY | New height field visualization displays adjustable mesh topology over volumes, helping artists evaluate terrain flow without generating actual geometry.

SOLARIS | Terrain creation extends beyond modeling, with rendering workflows adding vegetation, rocks, water, clouds, and other elements to build complete environments.

OCEANS + COPERNICUS

Houdini 22 also uses Copernicus for procedural ocean workflows, making it easy to generate, customize, and reuse ocean textures and simulations. Artists can create high-quality water surfaces and foam effects for rendering, real-time applications, and game engine pipelines from a unified workflow.

OCEAN SPECTRUM | Copernicus brings ocean tools into texture workflows, generating height and cusp maps for rendering, effects, and real-time applications.

OCEAN FOAM | Texture-based foam simulations in Copernicus create reusable ocean maps for rendering, animation, and game engines with flexible procedural workflows.