Target
Combined with the official documents , sort out the most basic rules of Houdini terrain data import into UE .
0. Test Terrain
The test terrain is as follows:
1. Resolution
Since terrain data in UE is divided by LandscapeComponent, not all resolutions are supported.
Some officially recommended resolutions are as follows:
- 8129 x 8129
- 4033 x 4033
- 2017 x 2017
- 1009 x1009
- 505 x 505
- 253 x 253
- 127 x 127
So the height field resolution in Houdini should match it, for example, choose 1009 here
2. Material layer
The heightfield named height
will be the height, and all other heightfields will be treated as material layers (included mask
).
So if you don't want to import redundant layers, you can delete them before output, leaving only height
the layers you want to export:
for example, only debris and snow are kept here
3. The blending method of the layer (whether it is weight-blended)
By default each layer is weight-blended. But I am not weight-blended here (but a simple superimposed mixing method).
So you can add attributes to these height field primitives i@unreal_landscape_layer_noweightblend = 1
:
4. Specify the material
You can create an Unreal Material node to specify the material
In fact, it sets a unreal_material
primitive attribute named, whose value is the path of the material resource in UE:
Test material
The terrain material used as a test is as follows:
in fact, it is mixed with debris and snow successively.
result
Package it into an HDA, and after importing it into the scene, you can see the result directly:
you can see that the material is identified, and the blending method of the layer is also the expected No Weight-Blend.