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Procedural Terrain System

Preview

A procedural terrain workflow for building environments quickly while preserving artistic control.

Problem

Creating terrain by hand for every scene made iteration slow and inconsistent. It was difficult to:

  • Maintain a cohesive look across multiple environments
  • Populate terrain with vegetation and props in a way that respected slope and readability

Approach

I built a node-based terrain generation system that combined controlled randomness with artist-friendly overrides:

  1. Baseform generation to establish macro shapes and visual rhythm
  2. Flattening operators for roads, buildings, and points of interest
  3. Slope-aware masking to drive biome placement and prop density

This structure enabled fast exploration while still allowing targeted edits when a scene required specific composition beats.

Tools

  • Houdini

Result

The system reduced environment setup time and made look development more consistent. It produced readable terrains with:

  • More predictable art direction outcomes
  • Faster iteration on layout and landmark placement
  • Cleaner procedural distribution of vegetation and props based on slope and terrain rules

© 2025 Hani Jahan Design