Set this attribute values to the names of the masks separated by spaces (ie: mask water debris).Īlternatively, each heightfield mask can have a Primitive Int attribute named unreal_landscape_layer_noweightblend which can be used to explicitly set the No Weight Blend property to unchecked (0) or checked (1).One of the original motivations for Esri CityEngine was to create digital urban environments for movies in a more efficient way than modelling everything manually. If you want some of the Height Field masks to be exported to Unreal as non weight-blended layers, you must add a Primitive String attribute to your heightfield named unreal_landscape_layer_nonweightblended. Values are converted from Houdini’s (min, max) to (0, 255) in UE.īy default, Height Field masks converts to weight-blended landscape layers. Target Layers are converted from Houdini’s 32-bits float to Unreal 8-bits unsigned int. This is useful when outputing tiled landscapes to ensure that all tiles are converted in the same manner. This works on the height data, but also on any masks that converts to a landscape layer. When converting heightfield data to landscapes, you can specify the min and max values used for the conversion by adding the unreal_landscape_layer_min and unreal_landscape_layer_max float attributes. This creates a landscape that has a “standard” scale factor on the Z axis. This likely results in a precision loss during the conversion and may clip the heightfield values if they are too high. You can also use the default unreal conversion values in the plugin settings, by enabling the Use default Unreal Scaling option in Geometry Marshalling. For example, a 4km high landscape will have a precision (on the Z axis) of 8.13 cm by default, or 6.10 cm if that option is activated. If you would rather use maximum precision for the data conversion, activate the Marshalling Landscapes Use Full Resolution setting in the Geometry Marshalling section. This allows you to sculpt the landscape past its min/max values afterwards in Unreal. This results in a small precision loss when creating Landscape from a Heightfield.īy default, Landscapes generated by Houdini Engine uses 3/4 of the available 16 bits range for conversion. height is used to specify the height layer, visiblitycontrols the visibility layer and other layers are assumed to be paint layers.Īs Unreal uses 16-bits integers for Landscapes and Houdini uses 32-bits floats to represent the height values, the data needs to be converted. The name of each Target Layer is taken directly from the name of each Primitive in Houdini. The name of the Baked Edit Layer can be specified with unreal_landscape_editlayer_name. During Baking, these temporary layers are removed and the final layer is generated. Previous versions of the Houdini Engine plugin used temporary Landscape Actors during cooking, but this is no longer support as it does not work with World Partition.Īfter cooking, the plugin generates an Edit Layer for data found during cooking. The Houdini Engine plugin makes extensive use of Edit Layers during cooking to build up temporary Landscape data which can be viewed and disabled in the Unreal Editor. These are Paint Layers, Visibility Layers, and Sculpt (or height) Layers.Įdit Layers seperate different Landscape Layers into user-controllable layers which can be built by the user. Target Layers control different properties of a Landscape.
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