To start our terrain building process we should let level designers provide some sort of input to the system rather than let the system procedurally generate a landscape for us. In this lecture we are going to build an HDA from the ground up to allow level artists to do just that. We will look at how we can use the Houdini Engine painter to give designers control over where mountains should be placed and how big they should be. We will then close out the section by learning how we can export from an HDA, directly inside of the Unity engine.
This lesson is part of a larger collection of tutorials which you can access here along with project files: https://www.sidefx.com/learn/collections/pdg-for-indie-gamedev/