Heightfields

Efficient terrain generation in Houdini

What Are Heightfields?

Heightfields are 2D grids storing elevation values—ideal for fast, memory-efficient terrain in Houdini. Each cell holds a single height, making them perfect for large landscapes.

When to Use

  • Interactive sculpting and non-destructive workflows
  • Procedural effects like erosion, masking, layering
  • Export as images or meshes for other software
  • Terrain fits a height map (no caves/overhangs)

Efficiency

  • Much less memory than meshes or VDBs
  • Fast operations—millions of points with minimal resources
  • Example: 2048x2048 heightfield ≪ mesh/VDB of same resolution

Limitations

  • Only one height per (x, y)—no caves, tunnels, overhangs
  • Use geometry or VDB for complex 3D shapes, volumetrics, or custom mesh topology

Common Nodes

  • HeightField: create terrain grid
  • HeightField Erode: simulate erosion
  • HeightField Mask: mask terrain areas
  • HeightField Project: project geometry onto terrain
  • HeightField Convert: turn heightfield into polygons

Export & Interchange

  • Export as EXR, PNG (images), OBJ, FBX (meshes), or volumes
  • Compatible with Unreal, Unity, Blender, etc.
  • Check resolution, scale, format for your target app

Transferring Heightfield Attributes to Geometry

Transfer Heightfield Attributes to Geometry
How to transfer heightfield attributes to geometry:
  • Use Convert Heightfield nodes to convert heightfield layers (e.g. Height, Mask) to geometry.
  • Plug the converted layers into an Attribute From Volume node.
  • The resulting geometry will have the heightfield attributes (such as height, mask, flowdir, etc.) transferred over.
This workflow lets you use heightfield data directly on polygons for further modeling, shading, or exporting.