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From Satellite Data to Production-Ready Procedural Terrain ​

A procedural system for reconstructing real-world terrain from geospatial data. Designed as a reusable pipeline applicable to any real-world terrain dataset.

Mount Kilimanjaro procedurally generated terrain with texture (zoom level 12)
Transforms messy real-world data into production-ready terrain.

Mount Kilimanjaro Render

Problem ​

Raw satellite textures and elevation data contain useful information, but they are rarely production-ready. Without a structured pipeline, each new location becomes a manual one-off build.

System Design Focus ​

This project is less about a single terrain output and more about the system behind it:

  • convert raw satellite data into consistent terrain
  • preserve geographic identity through processing
  • expose controls for non-destructive iteration

Real-World Reference → Data → System → Result ​

1. Real-World Reference ​

Mount Kilimanjaro real-world reference

Mount Kilimanjaro — real-world reference used for terrain reconstruction

2. Spatial Context ​

Mount Kilimanjaro Google Earth View

Satellite view showing the full spatial footprint and surrounding terrain context

Mount Kilimanjaro Mapbox API

3. Raw Data Inputs ​

Height mapColor (albedo) map
Mount Kilimanjaro height map inputMount Kilimanjaro color albedo map input

Raw satellite-derived data used as input (elevation + color)

elevation = heightfield
color = surface reference

Mount Kilimanjaro procedurally generated terrain with texture (zoom level 12)

4. Procedural System (Houdini) ​

Mount Kilimanjaro Houdini node network

Procedural pipeline for terrain reconstruction and processing

5. Final Output ​

Mount Kilimanjaro procedurally generated terrain with texture (zoom level 9)
Zoom level 9
Mount Kilimanjaro procedurally generated terrain with texture (zoom level 12)
Zoom level 12

Final generated terrain inside the procedural system

System Approach ​

I designed the workflow as a modular procedural pipeline:

  1. Ingest – import elevation + color
  2. Normalize – clean and remap heightfield
  3. Process – apply procedural terrain operations
  4. Control – expose parameters for art direction
  5. Validate – compare with real-world reference

Result ​

The result is a repeatable terrain-building system that reconstructs real places while staying flexible for creative direction. Key Result: Preserves geographic identity while enabling procedural control.

Next Direction ​

This system can be extended into:

  • slope / height-based material systems
  • erosion simulation and exaggeration

© 2025 Hani Jahan Design