Different generated landscapes from adjusting the terrain seed as well as other parameters such as mountain amplitude, terracing, and number of pathways generated.
Early breakdown of the basic workflow for generating a base terrain of an arid biome map.
Example of the "Populate" HDA that is used after generating terrain to randomly scatter and instance cliffs, trees, grass, and debris.
Each biome type has unique functionality in the Houdini HDA to generate unique landscape layer masks and automatically assign the corresponding landscape master material in the Unreal editor.
Side-by-side of the Houdini HDA used to generate the heightfield/terrain in Unreal, and the parameters exposed in the Unreal Editor