I’ve been thinking about more convenient ways of geenrating large scale terrains for Unreal and Unity for some time now. Pipelines involving World Machine or World Creator are fine, but those tools require a lot of back and forth between the source project files and the final output, with a lot of manual exporting and hooking up of files. Enter Houdini Engine and Houdini Digital Assets. The following images show a 64 square km terrain procedurally generated within Unreal using a custom built terrain HDA. This handles all the terrain layers and foliage scattering. It also shows some early work-in-progress road / path generation (more in a later post). Nothing has been manually adjusted or assigned within Unreal.