 Welcome back. All right. So in this lecture what we're going to do is focus on Exporting out the height map from Houdini. Okay, so let's jump back into Houdini and get started All right, so here is where we left off after the YouTube series here And so what I want to do is I want to get this height map So if we actually just turn on this height field distort now if you are Just entering into the course without having watched the YouTube series. This file is available For you in the Houdini project that's available in the download and so you'll find it in Landscape Layers Generation 002 hip. Okay, so I'm going to turn on the height field distort node here So we can take a look at our landscape and all its glory And so what we want to do is we want to get this information out into a format that we can import into Unity in that format is a raw format. Unfortunately, Houdini doesn't export to raw which I find just crazy Because it can export to just about everything else except for raw So we have to do a few things to get it into that format So the first step to doing that is we want to drop down a height field Output node All right, now this node is actually just an hda So you can double click on it and see all the nodes. All right It actually just contains a cop network So if we were to right click on it to allow editing of content So you can come in here and you'll notice that it just has an output node All right And that's just there so that the cop network doesn't render its geometry and inside of this cop network It has a whole bunch of nodes set up for exporting All right So this is going to help us so I'm going to jump back up and just say match current definition And I'm just going to feed the output of that height field distort into the input of the height field output And just turn that guy on all right cool So let's talk about this guy here really quickly And what we want to do first things first is to Determine where we're going to save our height map to so I'm just going to hit this little file button here And we just need to make sure that we have this hooked up to our project So you can either click the hip or dollar job. Okay So I want to save this into my text folder or for texture. Okay. It's a good place to put it Obviously you can put it anywhere you like And so what I'm going to do is I'm going to call this landscape 001 I'll underscore height And we are going to save this As an EXR Okay So type dot EXR after and the reason why we're doing that is because we want to retain all the Resolution from our particular height map when we go to convert this to raw In all of my tests that I did when I was exporting to Either target or png or jpeg doing 16 bit fixed or floating point. I always got stair stepping inside of unity So I found by exporting it to the EXR format it worked just fine All right, and so what I'm going to do is leave it on the rgba format 32 bit floating point So we get all that data And what I want to do is I just want to feed the height into all the channels Okay, now you don't necessarily need to do anything for the alpha Um by default if there's no alpha in this particular node All right, it'll just put a white alpha Value in there for the whole texture. Okay And so now that we've got all of our height information Pumped into each channel to the rgb channels We can go up here and actually just hit save to disk. It's easy as that But before I do that, um, I actually want to change the resolution of this So I'm going to set this to something like 1024 by 1024. We're going to keep it small Just so I don't hose my computer while I'm recording all this You're more than welcome to set it to 2k or 4k whatever you want, but I just want to do it for speed sakes Okay, so with that all set up Let's go and hit save to disk And after a little bit it'll export it out for you and if I go into the folder here We have our new EXR file. Okay So what we need to do is we actually need to import this into photoshop Because photoshop does export to raw, but I want to show you the process for this Because it's not overly obvious right away. All right, so I'm going to close out the lecture there And in the next lecture, we are going to convert this to raw