Houdini Heightfield Node Reference

A compact lookup table for the Heightfield toolset

Core Concept

A heightfield is a 2D volume (a ZX grid) where every point stores a height value. It isn't classic geometry - it's a volume manipulated by dedicated nodes, converted to polygons only at the end of the pipeline. This companion reference lists the individual nodes; for the full workflow, biome logic and the 3×3 vegetation rule, see Heightfield Terrains, Biomes and Vegetation.

Two volumes coexist at all times: the height layer (altitudes) and the mask layer (zones of influence, values 0-1). Every terrain node reads and writes these two layers.

Basic Pipeline

The Grid Spacing parameter on the HeightField node sets the size of a voxel in meters (resolution). The smaller it is, the more detailed the terrain - and the slower the simulation. Work at a high Grid Spacing during tests, and only lower it for the final render.

Typical chain: HeightField → HeightField Noise → [sculpting / erosion] → HeightField Convert. The Convert step is mandatory before rendering - it turns the volume into polygons; Karma and Mantra don't render heightfield volumes directly.

Generation Nodes

NodeRole
HeightFieldStarting point. Generates the flat 2D volume. Key parameters: Size (world scale in meters) and Grid Spacing (resolution/voxel).
HeightField NoiseThe first node wired in 95% of cases. Adds vertical noise to create the base relief. Controls: Amplitude, Element Size, noise type (Perlin, Worley, Simplex...).
HeightField FileImports an external heightmap - a 2D image, EXR, or RAW file. Used to bring in data from Gaea, World Machine, or real DEM data (USGS, Copernicus).
HeightField ProjectProjects 3D geometry onto the heightfield. Useful for embedding a rock, a building, or a precise footprint into the terrain. Caution: vertical areas get stretched along the Y axis.
HeightField PaintManual brush sculpting directly on the terrain or its masks.
HeightField PatternAdds procedural geometric patterns: ramps, steps, bands, Voronoi cells.

Sculpting and Modification Nodes

NodeRole
HeightField BlurSoftens the terrain or a mask. Used to smooth transitions or reduce noise artifacts.
HeightField ClipClamps min/max values - creates plateaus (upper clip) or floors (lower clip).
HeightField RemapRedistributes height values through a curve. Very powerful for flattening zones, exaggerating peaks, or redistributing the overall amplitude. Often underrated - it's frequently what makes the difference between a flat terrain and one with character.
HeightField ResampleChanges the volume's resolution. Upres before export, downres for quick tests.
HeightField TerraceCreates terraces/steps from slopes - Andean-style terrain or stepped cliffs.
HeightField SlumpSimulates gravity acting on loose material: rockfalls, natural talus slopes, accumulation at the base of slopes.

Layers and Compositing Nodes

NodeRole
HeightField LayerComposites two heightfields together (modes: add, subtract, max, min, blend...).
HeightField Copy LayerDuplicates a layer (height or mask) to reuse elsewhere in the network.
HeightField Layer ClearResets a layer to zero (a fixed value across the whole volume).
HeightField PatchPastes features from one heightfield onto another - useful for assembling elements generated separately.
HeightField Isolate LayerCopies a layer onto the mask and optionally flattens the height.

Mask Nodes

Masks are the central system behind biomes. They determine where effects apply and where vegetation is placed. A mask is always a value between 0 (no effect) and 1 (full effect).

NodeRole
HeightField Mask by FeatureGenerates a mask from the terrain's own features: slope, altitude, curvature, exposure. The foundation of the biome system and vegetation placement.
HeightField Mask by ObjectA mask defined by external geometry - useful for placing vegetation inside a manually drawn zone.
HeightField Mask by OcclusionMasks hollow, shadowed areas - riverbeds, valleys, wetlands.

Output and Utility Nodes

NodeRole
HeightField ConvertMandatory before rendering. Converts the volume into polygons, VDB, or a polygon soup.
HeightField ScatterScatters points across the terrain surface. The foundation of procedural vegetation placement.
HeightField OutputExports the heightfield as an image file (for Substance, Gaea, etc.).
HeightField Flow FieldGenerates flow-direction layers - useful for placing vegetation according to water flow.
HeightField Quick ShadeA fast material preview with per-layer textures. For visualizing biomes while working.
HeightField VisualizeVisualization via an altitude ramp plus a colored tint for masks.
HeightField Tile Split / SpliceSplits and reassembles the terrain into tiles - for distributed rendering or very large terrains.

Tips

  • Tab-menu shortcut - type hf instead of heightfield to filter directly to all the Heightfield nodes.
  • High Grid Spacing for tests, low for the final - don't work at high resolution during the design phase.
  • Stack several HeightField Noise nodes - one for the overall shape (large Element Size, strong Amplitude), one for detail (small Element Size, low Amplitude).
  • HeightField Remap is underrated - it's often what makes the difference between a flat terrain and one with character.
  • Always finish with HeightField Convert - Karma and Mantra don't render heightfield volumes directly.